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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.10 by root, Sat Aug 26 23:36:33 2006 UTC vs.
Revision 1.239 by root, Mon Apr 5 17:28:11 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 1.10 2006/08/26 23:36:33 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37
38/* Want this regardless of rplay. */
39#include <sounds.h>
40
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199 34
200/** 35/**
201 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 38 */
39int
204int should_director_abort(object *op, object *victim) 40should_director_abort (object *op, object *victim)
205{ 41{
206 int arch_flag, name_flag, race_flag; 42 int arch_flag, name_flag, race_flag;
43
207 /* Get flags to determine what of arch, name, and race should be checked. 44 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 45 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 46 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 47 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 48 * it. Examples:
212 * subtype 1: only arch 49 * subtype 1: only arch
213 * subtype 3: arch or name 50 * subtype 3: arch or name
214 * subtype 5: arch or race 51 * subtype 5: arch or race
215 * subtype 7: all three 52 * subtype 7: all three
216 */ 53 */
217 if (op->subtype) 54 if (op->subtype)
218 { 55 {
219 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
220 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
221 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
222 } else { 59 }
60 else
61 {
223 arch_flag = 1; 62 arch_flag = 1;
224 name_flag = 1; 63 name_flag = 1;
225 race_flag = 1; 64 race_flag = 1;
226 } 65 }
66
227 /* If the director has race set, only affect objects with a arch, 67 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 68 * name or race that matches.
229 */ 69 */
230 if ( (op->race) && 70 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 73 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 74 return 1;
235 } 75
236 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 77 * of arch, name, or race match.
238 */ 78 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 79 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 81 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 82 return 1;
244 } 83
245 return 0; 84 return 0;
246} 85}
247 86
248/** 87/**
249 * This handles a player dropping money on an altar to identify stuff. 88 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 89 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
252 */ 91 */
92static int
253static int apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
254{ 94{
255 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
256 int success=0;
257 96
258 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
259 return 0; 98 return 0;
260 99
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
263 */ 102 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
265 return 0; 104 return 0;
266 105
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
270 */ 108 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 109 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 111 {
274 if (operate_altar (altar, &money)) { 112 if (operate_altar (altar, &money, pl))
113 {
275 identify (marked); 114 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 115
277 "You have %s.", long_desc(marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
278 if (marked->msg) { 117 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 119
281 } 120 return !money;
282 return money == NULL; 121 }
283 }
284 } 122 }
285 123
286 for (id=pl->inv; id; id=id->below) { 124 for (object *id = pl->inv; id; id = id->below)
125 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 127 {
289 if (operate_altar(altar,&money)) { 128 if (operate_altar (altar, &money, pl))
290 identify(id); 129 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 130 identify (id);
292 "You have %s.", long_desc(id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
293 if (id->msg) { 133 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 134 buf << "The item has a story:\r" << id->msg << "\n\n";
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 135
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 137 if (!money || !check_altar_sacrifice (altar, money))
300 break; 138 break;
301 } 139 }
302 else { 140 else
141 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 143 break;
305 } 144 }
306 } 145 }
307 } 146 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 147
309 return money == NULL; 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
153 return !money;
310} 154}
311 155
312/** 156/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 158 * matching item.
315 **/ 159 **/
160void
316static void handle_apply_yield(object* tmp) 161handle_apply_yield (object *tmp)
317{ 162{
318 const char* yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
319 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337} 165}
338 166
339/** 167/**
340 * Handles applying a potion. 168 * Handles applying a potion.
341 */ 169 */
170int
342int apply_potion (object * op, object * tmp) 171apply_potion (object *op, object *tmp)
343{ 172{
344 int got_one = 0, i; 173 int got_one = 0, i;
345 object *force = 0, *floor = 0; 174 object *force = 0;
346 175
347 floor = get_map_ob (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
348 177
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 179 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
354 ); 181
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 183 return 0;
357 } 184 }
358 185
359 if (op->type == PLAYER) 186 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 187 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 188 identify (tmp);
363 }
364 189
365 handle_apply_yield (tmp); 190 handle_apply_yield (tmp);
366 191
367 /* Potion of restoration - only for players */ 192 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 193 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 195 object *depl;
371 archetype *at; 196 archetype *at;
372 197
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 199 {
375 drain_stat (op); 200 op->drain_stat ();
376 fix_player (op); 201 op->update_stats ();
377 decrease_ob (tmp); 202 tmp->decrease ();
378 return 1; 203 return 1;
379 } 204 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 205
206 if (!(at = archetype::find (shstr_depletion)))
381 { 207 {
382 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 209 return 0;
384 } 210 }
211
385 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
213
386 if (depl != NULL) 214 if (depl)
387 { 215 {
388 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
390 { 218 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 219
392 } 220 depl->destroy ();
393 remove_ob (depl); 221 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 222 }
397 else 223 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
399 225
400 decrease_ob (tmp); 226 tmp->decrease ();
401 return 1; 227 return 1;
402 } 228 }
403 229
404 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 232 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
409 { 234 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 236 {
412 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
413 { 238 {
414 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
415 break; 240 break;
416 } 241 }
242
417 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
418 { 244 {
419 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
420 break; 246 break;
421 } 247 }
248
422 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
423 { 250 {
424 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
425 break; 252 break;
426 } 253 }
430 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
431 { 258 {
432 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
433 break; 260 break;
434 } 261 }
262
435 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
436 { 264 {
437 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
438 break; 266 break;
439 } 267 }
268
440 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
441 { 270 {
442 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
443 break; 272 break;
444 } 273 }
445 } 274 }
446 } 275 }
276
447 /* Just makes checking easier */ 277 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
449 got_one = 1; 279 got_one = 1;
280
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 282 {
452 if (got_one) 283 if (got_one)
453 { 284 {
454 fix_player (op); 285 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image."); 287 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
461 } 289 }
462 else 290 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 292 }
466 else 293 else
467 { /* cursed potion */ 294 { /* cursed potion */
468 if (got_one) 295 if (got_one)
469 { 296 {
470 fix_player (op); 297 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
473 } 299 }
474 else 300 else
475 new_draw_info (NDI_UNIQUE, 0, op, 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 302 }
303
478 decrease_ob (tmp); 304 tmp->decrease ();
479 return 1; 305 return 1;
480 } 306 }
481 307
482 308
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
487 */ 313 */
488 if (tmp->inv) 314 if (tmp->inv)
489 { 315 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 317 {
492 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
493 319 create_exploding_ball_at (op, op->level);
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 320 }
505 else 321 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 323
508 decrease_ob (tmp); 324 tmp->decrease ();
325
509 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 328 op->update_stats ();
329
512 return 1; 330 return 1;
513 } 331 }
514 332
515 /* Deal with protection potions */ 333 /* Deal with protection potions */
516 force = NULL; 334 force = NULL;
518 { 336 {
519 if (tmp->resist[i]) 337 if (tmp->resist[i])
520 { 338 {
521 if (!force) 339 if (!force)
522 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
526 } 345 }
527 } 346 }
347
528 /* This is a protection potion */ 348 /* This is a protection potion */
529 if (force) 349 if (force)
530 { 350 {
531 /* cursed items last longer */ 351 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 354 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 358 }
359
539 force->speed_left = -1; 360 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 364 change_abil (op, force);
544 decrease_ob (tmp); 365 tmp->decrease ();
545 return 1; 366 return 1;
546 } 367 }
547 368
548 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 370 if (op->type == PLAYER)
550 { /* only for players */ 371 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0) 374 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 376 else
555 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
556 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
558 } 381 }
559 382
560 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 386 * up all the stats.
564 */ 387 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 389 op->update_stats ();
567 decrease_ob (tmp); 390 tmp->decrease ();
568 return 1; 391 return 1;
569} 392}
570 393
571/**************************************************************************** 394/****************************************************************************
572 * Weapon improvement code follows 395 * Weapon improvement code follows
573 ****************************************************************************/ 396 ****************************************************************************/
574 397
575/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
576 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
577 */ 415 */
578static int check_item(object *op, const char *item) 416static int
417check_item (object *op, shstr_cmp item)
579{ 418{
580 int count=0; 419 int count = 0;
581 420
421 if (!item)
422 return 0;
582 423
583 if (item==NULL) return 0; 424 for (op = op->below; op; op = op->below)
584 op=op->below; 425 if (op->arch->archname == item)
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
589 { 428 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 429
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count; 430 return count;
599} 431}
600 432
601/** 433/**
602 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 435 * op is typically the player, which is only
604 * really used to determine what space to look at. 436 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
606 */ 438 */
607static void eat_item(object *op,const char *item, uint32 nrof) 439static void
440eat_item (object *op, shstr_cmp item, uint32 nrof)
608{ 441{
609 object *prev; 442 object *prev;
610 443
444 prev = op;
445 op = op->below;
446
447 while (op)
448 {
449 if (op->arch->archname == item)
450 {
451 if (op->nrof >= nrof)
452 {
453 op->decrease (nrof);
454 return;
455 }
456 else
457 {
458 op->decrease (nrof);
459 nrof -= op->nrof;
460 }
461
462 op = prev;
463 }
464
611 prev = op; 465 prev = op;
612 op=op->below; 466 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 } 467 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628}
629
630/**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637static int check_weapon_power(const object *who, int improvs)
638{
639/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643#if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647#else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673#endif
674} 468}
675 469
676/** 470/**
677 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 473 */
474static int
680static int check_sacrifice(object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
681{ 476{
682 int count=0; 477 int count = 0;
683 478
684 if (improver->slaying!=NULL) { 479 if (improver->slaying)
480 {
685 count = check_item(op,improver->slaying); 481 count = check_item (op, improver->slaying);
686 if (count<1) { 482 if (count < 1)
687 char buf[200]; 483 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 485 return 0;
691 } 486 }
692 } 487 }
693 else 488 else
694 count=1; 489 count = 1;
695 490
696 return count; 491 return count;
697} 492}
698 493
699/** 494/**
700 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
701 */ 496 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 497static int
703 signed char *stat,int sacrifice_count,const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 499{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 500 stat += sacrifice_count;
708 weapon->last_eat++; 501 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 502 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 503
713 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
714 fix_player(op); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
715 return 1; 513 return 1;
716} 514}
717 515
718/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 521#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 523#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 526#define IMPROVE_INT 10
729#define IMPROVE_POW 11 527#define IMPROVE_POW 11
730
731 528
732/** 529/**
733 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
735 */ 532 */
736 533static int
737int prepare_weapon(object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
738{ 535{
739 int sacrifice_count,i; 536 int sacrifice_count, i;
740 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
741 538
742 if (weapon->level!=0) { 539 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 540 {
541 op->failmsg ("Weapon is already prepared!");
744 return 0; 542 return 0;
745 } 543 }
544
746 for (i=0; i<NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 546 if (weapon->resist[i])
547 break;
748 548
749 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 550 * improvement of items that already have protections.
751 */ 551 */
752 if (i<NROFATTACKS || 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
757 { 556 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
759 return 0; 560 return 0;
760 } 561 }
562
761 sacrifice_count=check_sacrifice(op,improver); 563 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 564 if (sacrifice_count <= 0)
763 return 0; 565 return 0;
566
764 weapon->level=isqrt(sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
767 569
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 573 &weapon->name, weapon->level
574 ));
770 575
771 sprintf(buf,"%s's %s",op->name,weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 577 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 579 slot at once! */
776 decrease_ob(improver); 580 improver->decrease ();
777 weapon->last_eat=0; 581 weapon->last_eat = 0;
778 return 1; 582 return 1;
779} 583}
780
781 584
782/** 585/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 587 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
788 * 591 *
789 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
792 */ 595 */
596static int
793int improve_weapon(object *op,object *improver,object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
794{ 598{
795 int sacrifice_count, sacrifice_needed=0; 599 int sacrifice_count, sacrifice_needed = 0;
796 600
797 if(improver->stats.sp==IMPROVE_PREPARE) { 601 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
799 } 603
800 if (weapon->level==0) { 604 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 605 {
606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 609 return 0;
803 } 610 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 611
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
614 {
615 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 616 return 0;
807 } 617 }
618
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
809 !check_weapon_power(op, weapon->last_eat+1)) { 620 && !check_item_power (op, weapon->item_power + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 621 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 622 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 623 "powerful for you to use. Unready it if you "
813 return 0; 624 "really want to improve it.");
625 return 0;
814 } 626 }
627
815 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 629 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 630 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 631 * weapon can be improved.
819 */ 632 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 633 if (improver->stats.sp == IMPROVE_DAMAGE)
634 {
821 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 638 weapon->last_eat++;
826 639
827 weapon->item_power++; 640 weapon->item_power++;
828 decrease_ob(improver); 641 improver->decrease ();
829 return 1; 642 return 1;
830 } 643 }
644
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 645 if (improver->stats.sp == IMPROVE_WEIGHT)
646 {
832 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 648 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 649 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 650 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 651
837 (float)weapon->weight/1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 653 weapon->last_eat++;
839 weapon->item_power++; 654 weapon->item_power++;
840 decrease_ob(improver); 655 improver->decrease ();
841 return 1; 656 return 1;
842 } 657 }
658
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 659 if (improver->stats.sp == IMPROVE_ENCHANT)
660 {
844 weapon->magic++; 661 weapon->magic++;
845 weapon->last_eat++; 662 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 664 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 665 weapon->item_power++;
850 return 1; 666 return 1;
851 } 667 }
852 668
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 670 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 671
857 if (sacrifice_needed<1) 672 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 673 sacrifice_needed = 1;
859 sacrifice_needed *=2; 674 sacrifice_needed *= 2;
860 675
861 sacrifice_count = check_sacrifice(op,improver); 676 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 677 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 678 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 680 return 0;
866 } 681 }
682
867 eat_item(op,improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 684 weapon->item_power++;
869 685
870 switch (improver->stats.sp) { 686 switch (improver->stats.sp)
871 case IMPROVE_STR: 687 {
872 return improve_weapon_stat(op,improver,weapon, 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 695 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
901 } 697 }
698
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 700 return 0;
904} 701}
905 702
906/** 703/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
910 */ 707 */
708static int
911int check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
912{ 710{
913 object *otmp; 711 object *otmp;
914 712
915 if(op->type!=PLAYER) 713 if (op->type != PLAYER)
714 return 0;
715
716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
717 {
718 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 719 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 720 }
721
921 otmp=find_marked_object(op); 722 otmp = find_marked_object (op);
723
922 if(!otmp) { 724 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 725 {
726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 727 return 0;
925 } 728 }
729
926 if (otmp->type != WEAPON && otmp->type != BOW) { 730 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 731 {
732 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 733 return 0;
929 } 734 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
931 improve_weapon(op,tmp,otmp); 738 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 739 esrv_send_item (op, otmp);
933 return 1; 740 return 1;
934} 741}
935 742
936/** 743/**
937 * This code deals with the armour improvment scrolls. 744 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 745 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 761 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 763 * changing of physical area right now.
957 */ 764 */
765static int
958int improve_armour(object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
959{ 767{
960 object *tmp; 768 object *tmp;
961 769
962 if (armour->magic >= settings.armor_max_enchant) { 770 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 771 {
772 op->failmsg ("This armour can not be enchanted any further!");
773 return 0;
774 }
775
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 777 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 779 * of gnarg and what not?)
970 */ 780 */
971 if (armour->title) { 781 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 782 {
975 783 op->failmsg ("This armour will not accept further enchantment.");
784 return 0;
785 }
786
976 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
978 */ 789 */
979 if(armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 791
984 armour->magic++; 792 armour->magic++;
985 793
986 if ( !settings.armor_speed_linear ) 794 if (!settings.armor_speed_linear)
987 { 795 {
988 int base = 100; 796 int base = 100;
989 int pow = 0; 797 int pow = 0;
798
990 while ( pow < armour->magic ) 799 while (pow < armour->magic)
991 { 800 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 802 pow++;
994 } 803 }
995 804
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 806 }
998 else 807 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 809
1001 if ( !settings.armor_weight_linear ) 810 if (!settings.armor_weight_linear)
1002 { 811 {
1003 int base = 100; 812 int base = 100;
1004 int pow = 0; 813 int pow = 0;
814
1005 while ( pow < armour->magic ) 815 while (pow < armour->magic)
1006 { 816 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 818 pow++;
1009 } 819 }
1010 820
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
1012 } 822 }
1013 else 823 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 824 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 825
1016 if ( armour->weight <= 0 ) 826 if (armour->weight <= 0)
1017 { 827 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 829 armour->weight = 1;
1020 } 830 }
1021 831
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 833
1024 if (op->type == PLAYER) { 834 if (op->type == PLAYER)
835 {
1025 esrv_send_item(op, armour); 836 esrv_send_item (op, armour);
837
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 839 op->update_stats ();
1028 } 840 }
1029 decrease_ob(improver); 841
842 improver->decrease ();
843
1030 if (tmp) { 844 if (tmp)
1031 insert_ob_in_ob(tmp, op); 845 op->insert (tmp);
1032 esrv_send_item(op, tmp); 846
1033 }
1034 return 1; 847 return 1;
1035} 848}
1036
1037 849
1038/* 850/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
1041 */ 853 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 854 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
1051 */ 858 */
859int
1052int convert_item(object *item, object *converter) { 860convert_item (object *item, object *converter)
1053 int nr=0; 861{
1054 object *tmp; 862 sint64 nr = 0, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 863
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 864 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL; 865 return 0;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065 866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
871
1066 /* We make some assumptions - we assume if it takes money as it type, 872 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs 873 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
1069 */ 875 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 876 if (conv_from == shstr_money)
1071 int cost; 877 {
1072
1073 if(item->type!=MONEY) 878 if (item->type != MONEY)
1074 return 0; 879 return 0;
1075 880
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 881 nr = sint64 (item->nrof) * item->value / need;
1077 if (!nr) return 0; 882 if (!nr)
1078 cost=nr*CONV_NEED(converter)/item->value; 883 return 0;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082 884
885 converter->play_sound (sound_find ("shop_buy"));
886
887 sint64 cost = (nr * need + item->value - 1) / item->value;
888
889 item->decrease (cost);
890
1083 price_in = cost*item->value; 891 price_in = cost * item->value;
892 }
893 else
1084 } 894 {
1085 else { 895 if (item->type == PLAYER
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 896 || conv_from != item->arch->archname
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 897 || (need && need > (uint16) item->nrof))
1088 return 0; 898 return 0;
1089 899
1090 if(CONV_NEED(converter)) { 900 converter->play_sound (sound_find ("convert_item"));
1091 nr=item->nrof/CONV_NEED(converter); 901
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 902 if (need)
1093 price_in = nr*CONV_NEED(converter)*item->value; 903 {
1094 } else { 904 nr = sint64 (item->nrof) / need;
905 item->decrease (nr * need);
906 price_in = nr * need * item->value;
907 }
908 else
909 {
1095 price_in = item->value; 910 price_in = item->value;
1096 remove_ob(item); 911 item->destroy ();
1097 free_object(item); 912 }
1098 } 913 }
914
915 if (converter->inv)
1099 } 916 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 917 object *ob;
1103 int i; 918 int i;
1104 object *ob_to_copy; 919 object *ob_to_copy;
1105 920
1106 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
1109 if (rndm(0, i) == 0) { 924 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 925 ob_to_copy = ob;
926
927 item = ob_to_copy->deep_clone ();
928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 930 }
1112 } 931 else
1113 item = object_create_clone(ob_to_copy); 932 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 933 if (!conv_to)
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 934 {
1116 } else { 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (converter->other_arch == NULL) { 936 &converter->name, &converter->map->path, converter->x, converter->y);
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1; 937 return -1;
1120 } 938 }
1121 939
1122 item = object_create_arch(converter->other_arch); 940 item = object_create_arch (conv_to);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 942 }
1125 943
1126 if(CONV_NR(converter)) 944 if (give)
1127 item->nrof=CONV_NR(converter); 945 item->nrof = give;
946
1128 if(nr) 947 if (nr)
1129 item->nrof*=nr; 948 item->nrof *= nr;
1130 if(is_in_shop) 949
950 if (converter->flag [FLAG_PRECIOUS])
1131 SET_FLAG(item,FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1132 else if(price_in < item->nrof*item->value) { 961 else if (price_in < sint64 (item->nrof) * item->value)
962 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name);
1136 /** 965 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1139 */ 968 */
1140 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 977 return 1;
1143} 978}
1144 979
1145/** 980/**
1146 * Handle apply on containers. 981 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1150 */ 985 */
1151 986static int
1152int apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1153{ 988{
1154 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 990 return 0; /* This might change */
1156 991
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 992 if (!sack || sack->type != CONTAINER)
993 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 995 return 0;
1163 } 996 }
1164 op->contr->last_used = NULL; 997
1165 op->contr->last_used_id = 0; 998 op->contr->last_used = 0;
1166 999
1167 if (sack->env!=op) { 1000 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1001 {
1210 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1003 return 1;
1241 } 1004 }
1242 } else { 1005
1243 sprintf (buf, "You don't have the key to unlock %s.", 1006 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1007 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1008 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1009 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1010 {
1258 return 1; 1011 // open on ground or inv, so close
1259} 1012 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 1013 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1014 }
1015 else if (!sack->env)
1016 {
1017 // active, but not ours: some other player has opened it
1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1019 return 1;
1020 }
1021
1022 // fall through to opening it (active in inv)
1023 }
1024 else if (sack->env)
1322 } 1025 {
1323 1026 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1027 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1028 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1031 return 1;
1371} 1032 }
1372 1033
1034 // it's locked?
1035 if (sack->slaying)
1036 {
1037 if (object *tmp = find_key (op, op, sack))
1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1039 else
1040 {
1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1042 return 1;
1043 }
1044 }
1045
1046 op->open_container (sack);
1047
1048 return 1;
1049}
1373 1050
1374/** 1051/**
1375 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1377 */ 1054 */
1055static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1056apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1057{
1380 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1060 return 0;
1383 1061
1384 if (operate_altar (altar, &sacrifice)) { 1062 if (operate_altar (altar, &sacrifice, originator))
1063 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1388 */ 1067 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1068 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1069 {
1391 altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1073 * old maps.
1395 */ 1074 */
1075
1396/* push_button (altar);*/ 1076/* push_button (altar);*/
1397 } else { 1077 }
1078 else
1079 {
1398 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1399 push_button (altar); 1081 push_button (altar, originator);
1400 } 1082 }
1401 return sacrifice == NULL; 1083
1402 } else { 1084 return !sacrifice;
1085 }
1086 else
1403 return 0; 1087 return 0;
1404 }
1405} 1088}
1406
1407 1089
1408/** 1090/**
1409 * Handles 'movement' of shop mats. 1091 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1092 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1093 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1094 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1095 * MSW 2001-08-29
1414 */ 1096 */
1097int
1415int apply_shop_mat (object *shop_mat, object *op) 1098apply_shop_mat (object *shop_mat, object *op)
1416{ 1099{
1417 int rv = 0; 1100 int rv = 0;
1418 double opinion; 1101 double opinion;
1419 object *tmp, *next; 1102 object *tmp, *next;
1420 1103
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1105
1423 if (op->type != PLAYER) { 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1118 {
1424 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1426 * the shop. 1121 * the shop.
1427 */ 1122 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1123 for (tmp = op->inv; tmp; tmp = next)
1124 {
1429 next = tmp->below; 1125 next = tmp->below;
1126
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1128 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1130
1433 remove_ob(tmp); 1131 if (i >= 0)
1434 if (i==-1) i=0; 1132 tmp->move (i);
1435 tmp->map = op->map; 1133 }
1436 tmp->x = op->x + freearr_x[i]; 1134 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 1135
1442 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1138 return 0;
1444 1139
1445 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1447 */ 1142 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1144 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1147
1148 if (i != -1)
1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1150
1151 return 0;
1152 }
1153
1154 /* Removed code that checked for multipart objects - it appears that
1155 * the teleport function should be able to handle this just fine.
1156 */
1157 rv = teleport (shop_mat, SHOP_MAT, op);
1158 }
1159 else if (can_pay (op) && get_payment (op))
1160 {
1161 /* this is only used for players */
1162 rv = teleport (shop_mat, SHOP_MAT, op);
1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1171 if (shop_mat->msg)
1172 op->statusmsg (shop_mat->msg);
1173 /* This check below is a bit simplistic - generally it should be correct,
1174 * but there is never a guarantee that the bottom space on the map is
1175 * actually the shop floor.
1176 */
1177 else if (!rv && !op->is_in_shop ())
1178 {
1179 opinion = shopkeeper_approval (op->map, op);
1180
1181 op->statusmsg (
1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1185 : "The shopkeeper glares at you with contempt."
1186 );
1187 }
1188 }
1189 else
1190 {
1191 /* if we get here, a player tried to leave a shop but was not able
1192 * to afford the items he has. We try to move the player so that
1193 * they are not on the mat anymore
1194 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1196
1452 if (i != -1) { 1197 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1199 else
1497 remove_ob (op); 1200 {
1201 op->remove ();
1498 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1204 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1205 }
1502 } 1206 }
1207
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1208 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1209 return rv;
1505} 1210}
1506 1211
1507/** 1212/**
1508 * Handles applying a sign. 1213 * Handles applying a sign.
1509 */ 1214 */
1215static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1511{ 1217{
1512 readable_message_type* msgType; 1218 if (!op->is_player())
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return; 1219 return;
1524 }
1525 1220
1221 if (sign->has_dialogue ())
1222 {
1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1224 return;
1225 }
1226
1227 if (!sign->msg)
1228 {
1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1233 return;
1234 }
1235
1236 if (sign->stats.food)
1237 {
1238 if (sign->last_eat >= sign->stats.food)
1239 {
1240 if (!sign->move_on)
1241 op->failmsg ("You cannot read it anymore.");
1242
1243 return;
1244 }
1245
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1247 sign->last_eat++;
1528 } 1248 }
1529 1249
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1250 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1251 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1252 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1253 * to us).
1534 */ 1254 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1256 {
1537 "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1538 return; 1258 return;
1259 }
1260
1261 if (op->contr)
1262 if (client *ns = op->contr->ns)
1263 {
1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1268
1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1539 } 1270 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543} 1271}
1544 1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1303}
1545 1304
1546/** 1305/**
1547 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1308 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1309 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1310 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1311 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1312 * However, some types of traps require an originator to function.
1554 */ 1313 */
1314void
1555void move_apply (object *trap, object *victim, object *originator) 1315move_apply (object *trap, object *victim, object *originator)
1556{ 1316{
1557 static int recursion_depth = 0; 1317 static int recursion_depth = 0;
1558 1318
1559 /* Only exits affect DMs. */ 1319 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1320 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1321 return;
1562 1322
1563 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1565 */ 1325 */
1566 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1567 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1571 */ 1331 */
1572 if (recursion_depth >= 500) { 1332 if (recursion_depth >= 500)
1333 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1336 return;
1576 return;
1577 } 1337 }
1338
1578 recursion_depth++; 1339 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1340 if (trap->head)
1341 trap = trap->head;
1580 1342
1581 /* Lauwenmark: Handle for plugin trigger event */ 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1583 goto leave;
1584
1585 switch (trap->type) { 1344 switch (trap->type)
1345 {
1586 case PLAYERMOVER: 1346 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1588 !should_director_abort(trap, victim)) { 1348 {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1590 1351
1591 /* Is this correct? From the docs, it doesn't look like it 1352 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed 1353 * should be divided by trap->speed
1593 */ 1354 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1595 1356
1596 /* Just put in some sanity check. I think there is a bug in the 1357 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player 1358 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1599 */ 1360 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1602 } 1364 }
1603 goto leave; 1365 break;
1604 1366
1605 case SPINNER: 1367 case SPINNER:
1606 if(victim->direction) { 1368 if (victim->direction)
1369 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1371 update_turn_face (victim);
1609 } 1372 }
1610 goto leave; 1373 break;
1611 1374
1612 case DIRECTOR: 1375 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1614 victim->direction=trap->stats.sp; 1378 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1379 update_turn_face (victim);
1616 } 1380 }
1617 goto leave; 1381 break;
1618 1382
1619 case BUTTON: 1383 case BUTTON:
1620 case PEDESTAL: 1384 case PEDESTAL:
1621 update_button(trap); 1385 case T_MATCH:
1622 goto leave; 1386 update_button (trap, originator);
1387 break;
1623 1388
1624 case ALTAR: 1389 case ALTAR:
1625 /* sacrifice victim on trap */ 1390 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1391 apply_altar (trap, victim, originator);
1627 goto leave; 1392 break;
1628 1393
1629 case THROWN_OBJ: 1394 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1395 if (trap->inv == NULL)
1631 goto leave; 1396 break;
1632 /* fallthrough */ 1397 /* fallthrough */
1633 1398
1634 case ARROW: 1399 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1401 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1402 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1403 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1404 * action, we avoid hits here
1641 */ 1405 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1408 hit_with_arrow (trap, victim);
1644 goto leave; 1409 break;
1645 1410
1646 case SPELL_EFFECT: 1411 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1412 apply_spell_effect (trap, victim);
1648 goto leave; 1413 break;
1649 1414
1650 case TRAPDOOR: 1415 case TRAPDOOR:
1651 { 1416 {
1652 int max, sound_was_played; 1417 int max, sound_was_played;
1653 object *ab, *ab_next; 1418 object *ab, *ab_next;
1419
1654 if(!trap->value) { 1420 if (!trap->value)
1655 int tot; 1421 {
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1422 int tot;
1423
1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1426 tot += ab->head_ ()->total_weight ();
1659 1427
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1429 break;
1662 1430
1663 SET_ANIMATION(trap, trap->value); 1431 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1432 update_object (trap, UP_OBJ_FACE);
1665 } 1433 }
1666 1434
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1668 /* need to set this up, since if we do transfer the object, 1437 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1438 * ab->above would be bogus
1670 */ 1439 */
1671 ab_next = ab->above; 1440 ab_next = ab->above;
1672 1441
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1443 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1444 if (!sound_was_played)
1676 sound_was_played = 1; 1445 {
1677 } 1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1447 sound_was_played = 1;
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1448 }
1680 }
1681 }
1682 goto leave;
1683 }
1684 1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1453 }
1454 break;
1455 }
1685 1456
1686 case CONVERTER: 1457 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1458 if (convert_item (victim, trap) < 0)
1688 object *op; 1459 {
1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1462 }
1689 1463
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1464 break;
1691 1465
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave;
1700
1701 case TRIGGER_BUTTON: 1466 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1467 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1468 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1469 check_trigger (trap, victim, originator);
1705 goto leave; 1470 break;
1706 1471
1707 case DEEP_SWAMP: 1472 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1473 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1474 break;
1710 1475
1711 case CHECK_INV: 1476 case CHECK_INV:
1712 check_inv (victim, trap); 1477 check_inv (victim, trap);
1713 goto leave; 1478 break;
1714 1479
1715 case HOLE: 1480 case HOLE:
1716 /* Hole not open? */ 1481 move_apply_hole (trap, victim);
1717 if(trap->stats.wc > 0) 1482 break;
1718 goto leave;
1719 1483
1720 /* Is this a multipart monster and not the head? If so, return. 1484 case EXIT:
1721 * Processing will happen if the head runs into the pit
1722 */
1723 if (victim->head)
1724 goto leave;
1725
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave;
1730
1731 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1486 {
1733 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1734 * players output. 1488 * players output.
1735 */ 1489 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1738 enter_exit (victim, trap);
1739 }
1740 goto leave;
1741 1492
1493 trap->play_sound (trap->sound);
1494 victim->enter_exit (trap);
1495 }
1496 break;
1497
1742 case ENCOUNTER: 1498 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1744 goto leave; 1500 break;
1745 1501
1746 case SHOP_MAT: 1502 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1748 goto leave; 1504 break;
1749 1505
1750 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1753 goto leave; 1509 break;
1754 1510
1755 case SIGN: 1511 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1758 1514
1759 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1760 goto leave; 1516 break;
1761 1517
1762 case CONTAINER: 1518 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1767 goto leave; 1520 break;
1768 1521
1769 case RUNE: 1522 case RUNE:
1770 case TRAP: 1523 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1772 spring_trap(trap, victim); 1525 spring_trap (trap, victim);
1773 } 1526 break;
1774 goto leave;
1775 1527
1776 default: 1528 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name, 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1779 trap->type); 1531 break;
1780 goto leave;
1781 } 1532 }
1782 1533
1783 leave:
1784 recursion_depth--; 1534 recursion_depth--;
1785} 1535}
1786 1536
1787/** 1537/**
1788 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1539 */
1540static void
1790static void apply_book (object *op, object *tmp) 1541apply_book (object *op, object *tmp)
1791{ 1542{
1792 int lev_diff; 1543 int lev_diff;
1793 object *skill_ob; 1544 object *skill_ob;
1794 1545
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1547 {
1548 op->failmsg ("You are unable to read while blind!");
1797 return; 1549 return;
1798 } 1550 }
1799 if(tmp->msg==NULL) { 1551
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1552 if (!tmp->msg)
1801 "You open the %s and find it empty.", tmp->name); 1553 {
1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1802 return; 1555 return;
1803 } 1556 }
1804 1557
1805 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1560 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1561 {
1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1563 return;
1564 }
1565
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1814 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return;
1827 } 1568 {
1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1574 : "This book is totally beyond your comprehension.");
1575 return;
1576 }
1828 1577
1578 // we currently don't use the message types for anything.
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg);
1835 1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1836 /* gain xp from reading */ 1587 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1840 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1596
1597 if (object *pl = tmp->visible_to ())
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1844 else op->contr->socket.update_look=1;
1845 } 1599 }
1600
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1847 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1848 } 1656 }
1849} 1657}
1850 1658
1851/** 1659/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1662 */
1663static void
1855static void apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1856{ 1665{
1857 switch ((int) learn_skill (op, tmp)) { 1666 switch (learn_skill (op, tmp))
1858 case 0: 1667 {
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1668 case 0:
1860 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1669 op->play_sound (sound_find ("generic_fail"));
1861 return; 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1862 1672
1863 case 1: 1673 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1674 tmp->decrease ();
1865 tmp->skill); 1675 op->play_sound (sound_find ("skill_learn"));
1866 new_draw_info_format(NDI_UNIQUE, 0, op, 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1867 "Type 'bind ready_skill %s",tmp->skill); 1677 break;
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp);
1870 return;
1871 1678
1872 default: 1679 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1875 decrease_ob(tmp); 1683 break;
1876 return;
1877 } 1684 }
1878} 1685}
1879 1686
1880/** 1687/**
1881 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1882 * Informs player of what happens. 1689 * Informs player of what happens.
1883 */ 1690 */
1691void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1692do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1693{
1886 object *tmp; 1694 object *tmp;
1887 1695
1888 if (op->type != PLAYER) { 1696 if (op->type != PLAYER)
1697 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1699 return;
1891 } 1700 }
1892 1701
1893 /* Upgrade special prayers to normal prayers */ 1702 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1708 return;
1898 } 1709 }
1899 return; 1710 return;
1900 } 1711 }
1901 1712
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1903 tmp = get_object(); 1714
1904 copy_object(spell, tmp); 1715 tmp = spell->clone ();
1905 insert_ob_in_ob(tmp, op); 1716 insert_ob_in_ob (tmp, op);
1906 1717
1907 if (special_prayer) { 1718 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1720
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1915} 1722}
1916 1723
1917/** 1724/**
1918 * Erases spell from player's inventory. 1725 * Erases spell from player's inventory.
1919 */ 1726 */
1727void
1920void do_forget_spell (object *op, const char *spell) 1728do_forget_spell (object *op, const char *spell)
1921{ 1729{
1922 object *spob; 1730 object *spob;
1923 1731
1924 if (op->type != PLAYER) { 1732 if (op->type != PLAYER)
1733 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1735 return;
1927 } 1736 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1740 return;
1931 }
1932 1741 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1742
1934 "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1935 player_unready_range_ob(op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1745 spob->destroy ();
1938 free_object(spob);
1939} 1746}
1940 1747
1941/** 1748/**
1942 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1751 * stuff like that. Random learning failure too.
1945 */ 1752 */
1753static void
1946static void apply_spellbook (object *op, object *tmp) 1754apply_spellbook (object *op, object *tmp)
1947{ 1755{
1948 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1949 1757
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952 return;
1953 } 1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1954 1763
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1766 * legacy spellbooks
1958 */ 1767 */
1959 1768 if (tmp->slaying)
1960 if(tmp->slaying != NULL) { 1769 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1962 if (!spell) { 1771
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1772 if (!spell)
1773 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1965 return; 1775 return;
1966 } 1776 }
1967 else 1777 else
1968 insert_ob_in_ob(spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying); 1779
1970 tmp->slaying=NULL; 1780 tmp->slaying = 0;
1971 } 1781 }
1972 1782
1973 skop = find_skill_by_name(op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1974 1784
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1787 if (!skop)
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return;
1980 } 1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1981 1792
1982 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1983 if (!spell) { 1795 if (!spell)
1796 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1985 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1986 return; 1799 return;
1987 }
1988 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return;
1991 } 1800 }
1992 1801
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1994 "The spellbook contains the %s level spell %s.", 1803 if (skop->level < learn_level)
1995 get_levelnumber(spell->level), spell->name); 1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1996 1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1998 identify(tmp); 1813 identify (tmp);
1999 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2001 else
2002 op->contr->socket.update_look=1;
2003 }
2004 1814
2005 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
2006 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
2007 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
2009 */ 1819 */
2010 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return;
2013 } 1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
2014 1825
2015 if (spell->skill) { 1826 if (spell->skill)
1827 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
2017 if (!spell_skill) { 1830 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
2019 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
2020 spell->skill);
2021 return; 1833 return;
2022 } 1834 }
1835
2023 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
2025 "You need to be level %d in %s to learn this spell.", 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2026 spell->level, spell->skill);
2027 return; 1839 return;
2028 } 1840 }
2029 } 1841 }
2030 1842
2031 /* Logic as follows 1843 /* Logic as follows
2032 * 1844 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1846 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1847 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1848 * a spell.
2037 * 1849 *
2038 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
2039 * 1851 *
2040 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2042 */ 1854 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
2045 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
2049 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2052 1865
2053 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 1869 }
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 } 1871 {
2060 decrease_ob(tmp); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
2061} 1877}
2062 1878
2063/** 1879/**
2064 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2065 */ 1881 */
1882void
2066void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
2067{ 1884{
2068 object *skop; 1885 object *skop;
2069 1886
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2072 return;
2073 } 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
2074 1892
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
2077 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2078 return; 1896 return;
2079 } 1897 }
2080 1898
2081 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
2082 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1902 int exp_gain = 0;
2084 1903
2085 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
2087 */ 1906 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 1908
2090 if ( ! skop) { 1909 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
2092 "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2093 return; 1912 return;
2094 } 1913 }
2095 1914
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2098 } 1917 }
2099 1918
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1920 identify (tmp);
2102 1921
2103 new_draw_info_format(NDI_BLACK, 0, op,
2104 "The scroll of %s turns to dust.", tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2105 1923
2106
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 1925 tmp->decrease ();
2109} 1926}
2110 1927
2111/** 1928/**
2112 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2114 * chest. 1931 * chest.
2115 */ 1932 */
1933static void
2116static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2117{ 1935{
2118 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120
2121
2122 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2123 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2124 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2125 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2126 * treasure 1940 * treasure
2127 */ 1941 */
1942 object *treas = tmp->inv;
2128 1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
2129 treas = tmp->inv; 1953 treas = tmp->inv;
2130 if(treas==NULL) { 1954 treas->remove ();
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137 1955
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x; 1956 treas->x = op->x;
2143 treas->y=op->y; 1957 treas->y = op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2145 1959
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
2149 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp);
2160
2161}
2162
2163/**
2164 * op eats food.
2165 * If player, takes care of messages and dragon special food.
2166 */
2167static void apply_food (object *op, object *tmp)
2168{
2169 int capacity_remaining;
2170
2171 if(op->type!=PLAYER)
2172 op->stats.hp=op->stats.maxhp;
2173 else {
2174 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2176 ;
2177 else {
2178 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) {
2180 if(tmp->type==FOOD || tmp->type==FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2182 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2184 }
2185 1967 */
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1968 if (op->destroyed () || tmp->destroyed ())
2187 char buf[MAX_BUF]; 1969 break;
2188
2189 if (!is_dragon_pl(op)) {
2190 /* eating message for normal players*/
2191 if(tmp->type==DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2193 else
2194 sprintf(buf,"The %s tasted %s",tmp->name,
2195 tmp->type==FLESH?"terrible!":"good.");
2196 }
2197 else {
2198 /* eating message for dragon players*/
2199 sprintf(buf,"The %s tasted terrible!",tmp->name);
2200 }
2201
2202 new_draw_info(NDI_UNIQUE, 0,op,buf);
2203 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50;
2207 else
2208 op->stats.hp+=tmp->stats.food/50;
2209 if(op->stats.hp>op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp;
2211 if (op->stats.food > 999)
2212 op->stats.food = 999;
2213 }
2214
2215 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2217 eat_special_food(op,tmp);
2218 } 1970 }
2219 } 1971
2220 handle_apply_yield(tmp); 1972 if (!tmp->destroyed () && !tmp->inv)
2221 decrease_ob(tmp); 1973 tmp->decrease (true);
2222} 1974}
2223 1975
2224/** 1976/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 1983 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2233 */ 1985 */
1986static int
2234int dragon_eat_flesh(object *op, object *meal) { 1987dragon_eat_flesh (object *op, object *meal)
1988{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 1989 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 1990 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2238 1992
2239 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2246 int i; /* index */ 1999 int i; /* index */
2247 2000
2248 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2250 return 0; 2003 return 0;
2251 2004
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2006 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2008 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2257 skin = tmp; 2010 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2259 abil = tmp; 2012 abil = tmp;
2260 } 2013
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2016 if (skin == NULL || abil == NULL)
2266 2017 return 0;
2018
2267 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2270 else 2022 else
2271 op->stats.hp += meal->stats.food/50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2272 if(op->stats.hp>op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2273 op->stats.hp=op->stats.maxhp;
2274
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2276 2027
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2029
2279 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2031 for (i = 0; i < NROFATTACKS; i++)
2032 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2033 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2034 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2035 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2036
2284 /* this bonus makes resistance increase easier at lower levels */ 2037 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2038 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2039 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2040 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2041
2289 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2043 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2045
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2295 2048
2296 if (chance >= 0.) 2049 if (chance >= 0.)
2297 chance += 1.; 2050 chance += 1.;
2298 else 2051 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2053
2301 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2303 2056
2304 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2059 chance = min (100., chance * 2.);
2307 2060
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2063 {
2310 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2311 winners++; 2065 winners++;
2312 } 2066 }
2313 2067
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2068 if (chance >= 0.01)
2315 2069 totalchance *= 1 - chance / 100;
2070
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2071 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2072 }
2318 } 2073 }
2319 2074
2320 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2076 totalchance = 100 - totalchance * 100;
2077
2322 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2323 if (totalchance > 50.) 2080 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2335 else 2092 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2094
2338 2095 op->statusmsg (buf);
2096
2339 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2340 i = -1; 2098 i = -1;
2341 if (winners>0) 2099 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2100 i = atnr_winner [rndm (winners)];
2343 2101
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2103 {
2345 /* resistance increased! */ 2104 /* resistance increased! */
2346 skin->resist[i]++; 2105 skin->resist[i]++;
2347 fix_player(op); 2106 op->update_stats ();
2107
2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2348 2109 }
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2351 }
2352
2353 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2112 into the ability_force and it will take effect on next level */
2355 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2356 && meal->last_eat != abil->last_eat) { 2114 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2116
2359 if (meal->last_eat != abil->stats.exp) { 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2361 change_resist_msg[meal->last_eat]); 2121 change_resist_msg[meal->last_eat],
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2122 abil->level + 1
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2123 ));
2364 new_draw_info(NDI_UNIQUE, 0, op, buf);
2365 }
2366 else { 2124 else
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2125 {
2368 change_resist_msg[meal->last_eat]); 2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2369 new_draw_info(NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2127 abil->last_eat = 0;
2371 } 2128 }
2372 } 2129 }
2130
2373 return 1; 2131 return 1;
2374} 2132}
2375 2133
2376static void apply_savebed (object *pl) 2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2377{ 2140{
2378#ifndef COZY_SERVER 2141 int capacity_remaining;
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2142
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2143 if (op->type != PLAYER)
2381 return; 2144 op->stats.hp = op->stats.maxhp;
2382 } 2145 else
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390 2146 {
2391 /* update respawn position */ 2147 /* check if this is a dragon (player), eating some flesh */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2393 pl->contr->bed_x = pl->x; 2149 ;
2394 pl->contr->bed_y = pl->y; 2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2395 2202 }
2396 strcpy(pl->contr->killer,"left"); 2203
2397 check_score(pl); /* Always check score */ 2204 handle_apply_yield (tmp);
2398 (void)save_player(pl,0); 2205 tmp->decrease ();
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406} 2206}
2407 2207
2408/** 2208/**
2409 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2411 */ 2211 */
2212static void
2412static void apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2413{ 2214{
2414 object *armor; 2215 object *armor;
2415 2216
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2218 {
2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2220 return;
2221 }
2222
2223 armor = find_marked_object (op);
2224
2225 if (!armor)
2226 {
2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2228 return;
2229 }
2230
2231 if (armor->type != ARMOUR
2232 && armor->type != CLOAK
2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2234 {
2235 op->failmsg ("Your marked item is not armour!\n");
2236 return;
2237 }
2238
2239 op->statusmsg ("Applying armour enchantment.");
2240 improve_armour (op, tmp, armor);
2241}
2242
2243void
2244apply_poison (object *op, object *tmp)
2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2251 if (op->type == PLAYER)
2252 {
2253 op->contr->play_sound (sound_find ("drink_poison"));
2254 op->failmsg ("Yech! That tasted poisonous!");
2255 op->contr->killer = poison;
2256 }
2257
2258 if (poison->stats.hp > 0)
2259 {
2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2262 }
2263
2264 op->stats.food -= op->stats.food / 4;
2265 poison->destroy ();
2266}
2267
2268/**
2269 * This function will try to apply a lighter and in case no lighter
2270 * is specified it will try to find a lighter in the players inventory,
2271 * and inform him about this requirement.
2272 *
2273 * who - the player
2274 * op - the item we want to light
2275 * lighter - the lighter or 0 if a lighter has yet to be found
2276 */
2277static object *
2278auto_apply_lighter (object *who, object *op, object *lighter)
2279{
2280 if (lighter == 0)
2281 {
2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2283 {
2284 if (tmp->type == LIGHTER)
2285 {
2286 lighter = tmp;
2287 break;
2288 }
2289 }
2290
2291 if (!lighter)
2292 {
2293 who->failmsg (format (
2294 "You can't light up the %s with your bare hands! "
2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2296 &op->name));
2297 return 0;
2298 }
2299 }
2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2418 return; 2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2419 } 2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2537 return;
2538
2420 armor=find_marked_object(op); 2539 marked = find_marked_object (pl);
2421 if ( ! armor) { 2540
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2423 return; 2544 return;
2424 } 2545 }
2425 if (armor->type != ARMOUR 2546
2426 && armor->type != CLOAK 2547 if (!marked->slaying)
2427 && armor->type != BOOTS && armor->type != GLOVES
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 { 2548 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2432 return; 2550 return;
2433 } 2551 }
2434 2552
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2553 /* check whether they are compatible or not */
2436 improve_armour(op,tmp,armor); 2554 find = strstr (&marked->slaying, transformer->arch->archname);
2437} 2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2438
2439
2440extern void apply_poison (object *op, object *tmp)
2441{
2442 if (op->type == PLAYER) {
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze");
2446 }
2447 if (tmp->stats.hp > 0) {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 }
2452 op->stats.food-=op->stats.food/4;
2453 handle_apply_yield(tmp);
2454 decrease_ob(tmp);
2455}
2456
2457/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side)
2461 * -You are
2462 * ° the owner of the exit
2463 * ° or in the same party as the owner
2464 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name
2466 * in the field exit->name cause the field exit->owner doesn't
2467 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */
2469int is_legal_2ways_exit (object* op, object *exit)
2470 {
2471 object * tmp;
2472 object * exit_owner;
2473 player * pp;
2474 mapstruct * exitmap;
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at
2478 * all the exits in destination and try to find one with same path as
2479 * the current exit's position */
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2483 if (exitmap)
2484 { 2556 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2486 if (!tmp) return 0; 2558 return;
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2488 { 2564 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2565 yield = atoi (find);
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2566 if (yield < 1)
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493
2494 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments
2497 */
2498 if (!exit->race) return 1; /*No owner, free for all!*/
2499 exit_owner=NULL;
2500 for (pp=first_player;pp;pp=pp->next)
2501 { 2567 {
2502 if (!pp->ob) continue; 2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2503 if (pp->ob->name!=exit->race) continue; 2569 yield = 1;
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2505 break;
2506 } 2570 }
2507 if (!exit_owner) return 0; /* No more owner*/
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2509 if ( exit_owner && /*There is a owner*/
2510 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2513 return 0;
2514 return 1;
2515 }
2516 } 2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2517 return 0; 2598 return;
2518 } 2599 }
2519 2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2613}
2520 2614
2521/** 2615/**
2522 * Main apply handler. 2616 * Main apply handler.
2523 * 2617 *
2524 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2526 * Return value: 2620 * Return value:
2527 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2528 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2529 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2530 * 2624 *
2531 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2532 * being applied. 2626 * being applied.
2533 * 2627 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2536 */ 2630 */
2537 2631static int
2538int manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2539{ 2633{
2540 if (tmp->head) tmp=tmp->head; 2634 op = op->head_ ();
2541 2635
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2637 {
2543 if (op->type == PLAYER) { 2638 if (who->type == PLAYER)
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2639 {
2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2545 return 1; 2642 return 1;
2546 } else { 2643 }
2644 else
2547 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2548 } 2646 }
2647
2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2649 return RESULT_INT (0);
2650
2651 switch (op->type)
2549 } 2652 {
2550 2653 case T_HANDLE:
2551 2654 who->play_sound (sound_find ("turn_handle"));
2552 /* Lauwenmark: Handle for plugin apply event */ 2655 who->statusmsg ("You turn the handle.");
2553 //TODO: remove 2656 op->value = op->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2657 SET_ANIMATION (op, op->value);
2658 update_object (op, UP_OBJ_FACE);
2659 push_button (op, who);
2555 return 1; 2660 return 1;
2556 2661
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2662 case TRIGGER:
2663 if (check_trigger (op, who, who))
2664 {
2665 who->statusmsg ("You turn the handle.");
2666 who->play_sound (sound_find ("turn_handle"));
2667 }
2668 else
2669 who->failmsg ("The handle doesn't move.");
2670
2558 return 1; 2671 return 1;
2559 2672
2560 switch (tmp->type) { 2673 case EXIT:
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2585 return 0; 2675 return 0;
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2676
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2677 if (!EXIT_PATH (op))
2588 query_name(tmp)); 2678 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)));
2589 } else { 2679 else
2680 {
2590 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2592 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2683 who->statusmsg (op->msg, NDI_NAVY);
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2684
2594 enter_exit(op,tmp); 2685 who->enter_exit (op);
2595 } 2686 }
2687
2596 return 1; 2688 return 1;
2597 2689
2598 case SIGN: 2690 case INSCRIBABLE:
2599 apply_sign (op, tmp, 0); 2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2600 return 1; 2693 return 1;
2601 2694
2602 case BOOK: 2695 case SIGN:
2603 if (op->type == PLAYER) { 2696 apply_sign (who, op, 0);
2604 apply_book (op, tmp);
2605 return 1;
2606 } else {
2607 return 0;
2608 }
2609
2610 case SKILLSCROLL:
2611 if (op->type == PLAYER) {
2612 apply_skillscroll (op, tmp);
2613 return 1;
2614 }
2615 return 0;
2616
2617 case SPELLBOOK:
2618 if (op->type == PLAYER) {
2619 apply_spellbook (op, tmp);
2620 return 1;
2621 }
2622 return 0;
2623
2624 case SCROLL:
2625 apply_scroll (op, tmp, 0);
2626 return 1; 2697 return 1;
2627 2698
2628 case POTION: 2699 case BOOK:
2629 (void) apply_potion(op, tmp); 2700 if (who->type == PLAYER)
2701 {
2702 apply_book (who, op);
2703 return 1;
2704 }
2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2710 {
2711 apply_skillscroll (who, op);
2712 return 1;
2713 }
2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2719 {
2720 apply_spellbook (who, op);
2721 return 1;
2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2630 return 1; 2728 return 1;
2631 2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2633 case CLOSE_CON: 2736 case CLOSE_CON:
2634 if (op->type==PLAYER) 2737 apply_container (who, op->env);
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env);
2638 return 1; 2738 return 1;
2639 2739
2640 case CONTAINER: 2740 case CONTAINER:
2641 if (op->type==PLAYER) 2741 apply_container (who, op);
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp);
2645 return 1; 2742 return 1;
2646 2743
2647 case TREASURE: 2744 case TREASURE:
2648 if (op->type == PLAYER) { 2745 if (who->type == PLAYER)
2649 apply_treasure (op, tmp); 2746 {
2650 return 1; 2747 apply_treasure (who, op);
2651 } else { 2748 return 1;
2652 return 0; 2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2757
2758 case WEAPON:
2759 case ARMOUR:
2760 case BOOTS:
2761 case GLOVES:
2762 case AMULET:
2763 case GIRDLE:
2764 case BRACERS:
2765 case SHIELD:
2766 case HELMET:
2767 case RING:
2768 case CLOAK:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 case SKILL:
2773 case SPELL:
2774 case BOW:
2775 case RANGED:
2776 case BUILDER:
2777 case SKILL_TOOL:
2778 if (op->env != who)
2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2781 apply_special (who, op, aflag);
2782
2783 return 1;
2784
2785 case DRINK:
2786 case FOOD:
2787 case FLESH:
2788 apply_food (who, op);
2789 return 1;
2790
2791 case POISON:
2792 apply_poison (who, op);
2793 return 1;
2794
2795 case SAVEBED:
2796 return 1;
2797
2798 case ARMOUR_IMPROVER:
2799 if (who->type == PLAYER)
2800 {
2801 apply_armour_improver (who, op);
2802 return 1;
2803 }
2804 else
2805 return 0;
2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2811 case CLOCK:
2812 if (who->type == PLAYER)
2813 {
2814 char buf[MAX_BUF];
2815 timeofday_t tod;
2816
2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2820 "It is %d minute%s past %d o'clock %s",
2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2823 ));
2824 return 1;
2825 }
2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2831 {
2832 shop_listing (op, who);
2833 return 1;
2834 }
2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2844 {
2845 apply_lighter (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case ITEM_TRANSFORMER:
2852 apply_item_transformer (who, op);
2853 return 1;
2854
2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2857 return 0;
2653 } 2858 }
2654
2655 case WEAPON:
2656 case ARMOUR:
2657 case BOOTS:
2658 case GLOVES:
2659 case AMULET:
2660 case GIRDLE:
2661 case BRACERS:
2662 case SHIELD:
2663 case HELMET:
2664 case RING:
2665 case CLOAK:
2666 case WAND:
2667 case ROD:
2668 case HORN:
2669 case SKILL:
2670 case BOW:
2671 case LAMP:
2672 case BUILDER:
2673 case SKILL_TOOL:
2674 if (tmp->env != op)
2675 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag);
2677 return 1;
2678
2679 case DRINK:
2680 case FOOD:
2681 case FLESH:
2682 apply_food (op, tmp);
2683 return 1;
2684
2685 case POISON:
2686 apply_poison (op, tmp);
2687 return 1;
2688
2689 case SAVEBED:
2690 if (op->type == PLAYER) {
2691 apply_savebed (op);
2692 return 1;
2693 } else {
2694 return 0;
2695 }
2696
2697 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) {
2699 apply_armour_improver (op, tmp);
2700 return 1;
2701 } else {
2702 return 0;
2703 }
2704
2705 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp);
2707 return 1;
2708
2709 case CLOCK:
2710 if (op->type == PLAYER) {
2711 char buf[MAX_BUF];
2712 timeofday_t tod;
2713
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */
2736 return 1;
2737
2738 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) {
2740 apply_lighter(op,tmp);
2741 return 1;
2742 } else {
2743 return 0;
2744 }
2745
2746 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp );
2748 return 1;
2749
2750 default:
2751 return 0;
2752 }
2753} 2859}
2754 2860
2755 2861/*
2756/* quiet suppresses the "don't know how to apply" and "you must get it first"
2757 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages.
2759 *
2760 * Same return value as apply() function. 2862 * Same return value as apply() function.
2761 */ 2863 */
2864bool
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2763{ 2866{
2764 int tmp;
2765
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2868 {
2767 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2871 {
2770 "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2771 return 0; 2875 return 0;
2772 } 2876 }
2773 }
2774
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied.
2777 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2877 }
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2782 "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op);
2785 free_object (op);
2786 return 1;
2787 }
2788 2878
2789 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2880
2792 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2793 if ( ! quiet) {
2794 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl,
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl,
2800 "You must get it first!\n");
2801 }
2802 return tmp;
2803} 2882}
2804 2883
2805/** 2884/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2807 * If the player has an open container, we use that for below, otherwise 2886 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2887 * we use the ground.
2809 */ 2888 */
2810 2889void
2811void player_apply_below (object *pl) 2890player_apply_below (object *pl)
2812{ 2891{
2813 object *tmp, *next;
2814 int floors; 2892 int floors = 0;
2815 2893
2816 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817 apply_transport(pl, pl->contr->transport, 0);
2818 return;
2819 }
2820
2821 /* If using a container, set the starting item to be the top 2894 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2895 * item in the container. Otherwise, use the map.
2823 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825
2826 /* This is perhaps more complicated. However, I want to make sure that 2896 * This is perhaps more complicated. However, I want to make sure that
2827 * we don't use a corrupt pointer for the next object, so we get the 2897 * we don't use a corrupt pointer for the next object, so we get the
2828 * next object in the stack before applying. This is can only be a 2898 * next object in the stack before applying. This is can only be a
2829 * problem if player_apply() has a bug in that it uses the object but does 2899 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2900 * not return a proper value.
2901 */
2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2905 {
2906 next = tmp->below;
2907
2908 /* If it is visible, player can apply it.
2831 */ 2909 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2910 if (!tmp->invisible)
2833 next = tmp->below;
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++;
2836 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */
2838
2839 /* If it is visible, player can apply it. If it is applied by
2840 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which
2842 * the item needs.
2843 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2846 return; 2912 break;
2847 } 2913
2848 if (floors >= 2) 2914 break;
2849 return; /* process at most two floor objects */
2850 } 2915 }
2851} 2916}
2852 2917
2853/** 2918/**
2854 * Unapplies specified item. 2919 * Unapplies specified item.
2855 * No check done on cursed/damned. 2920 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2921 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2922 * to keep the size of apply_special to a more managable size.
2858 */ 2923 */
2924static int
2859static int unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2860{ 2926{
2861 object *tmp2; 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2929 return RESULT_INT (0);
2862 2930
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2864 switch(op->type) {
2865 case WEAPON:
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL; 2932 who->current_weapon = 0;
2874 clear_skill(who);
2875 break;
2876 2933
2877 case SKILL: /* allows objects to impart skills */ 2934 op->flag [FLAG_APPLIED] = false;
2878 case SKILL_TOOL:
2879 if (op != who->chosen_skill) {
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2881 }
2882 if (who->type==PLAYER) {
2883 if (who->contr->shoottype == range_skill)
2884 who->contr->shoottype = range_none;
2885 if ( ! op->invisible) {
2886 new_draw_info_format (NDI_UNIQUE, 0, who,
2887 "You stop using the %s.", query_name(op));
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op);
2895 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break;
2898 2935
2899 case ARMOUR: 2936 switch (op->type)
2900 case HELMET: 2937 {
2901 case SHIELD: 2938 case SKILL:
2902 case RING: 2939 if (player *pl = who->contr)
2903 case BOOTS: 2940 if (op->invisible)
2904 case GLOVES: 2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2905 case AMULET: 2942 else
2906 case GIRDLE: 2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2907 case BRACERS:
2908 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op);
2911 break;
2912 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x;
2917 tmp2->y = op->y;
2918 tmp2->map = op->map;
2919 tmp2->below = op->below;
2920 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op);
2928 free_object(op);
2929 insert_ob_in_ob(tmp2, who);
2930 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 }
2936 }
2937 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */
2940 break;
2941 case BOW:
2942 case WAND:
2943 case ROD:
2944 case HORN:
2945 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none;
2949 } else {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 }
2955 break;
2956 2944
2957 case BUILDER: 2945 change_abil (who, op);
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op)); 2946 who->flag [FLAG_READY_SKILL] = false;
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 2947 break;
2962 2948
2963 default: 2949 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2951 change_abil (who, op);
2952 who->flag [FLAG_READY_WEAPON] = false;
2953
2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons
2957 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0);
2960
2965 break; 2961 break;
2966 }
2967 2962
2968 fix_player(who); 2963 case BOW:
2969 2964 case WAND:
2970 if ( ! (aflags & AP_NO_MERGE)) { 2965 case ROD:
2971 object *tmp; 2966 case HORN:
2972 2967 case RANGED:
2973 tag_t del_tag = op->count; 2968 if (player *pl = who->contr)
2974 tmp = merge_ob (op, NULL); 2969 {
2975 if (who->type == PLAYER) { 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2976 if (tmp) { /* it was merged */ 2971 change_abil (who, op);
2977 esrv_del_item (who->contr, del_tag);
2978 op = tmp;
2979 } 2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2979 else
2980 op->flag [FLAG_READY_RANGE] = false;
2981 }
2982
2983 break;
2984
2985 case ARMOUR:
2986 case HELMET:
2987 case SHIELD:
2988 case RING:
2989 case BOOTS:
2990 case GLOVES:
2991 case AMULET:
2992 case GIRDLE:
2993 case BRACERS:
2994 case CLOAK:
2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2996 change_abil (who, op);
2997 break;
2998
2999 case SPELL:
3000 case BUILDER:
3001 who->statusmsg (format ("You unready %s.", query_name (op)));
3002 break;
3003
3004 //case SKILL_TOOL://TODO
3005 default:
3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
3007 break;
3008 }
3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
2980 esrv_send_item (who, op); 3012 esrv_send_item (pl, op);
2981 } 3013
2982 } 3014 who->update_stats ();
3015
2983 return 0; 3016 return 0;
2984} 3017}
2985 3018
2986/** 3019/**
2987 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
2989 * then go through the below of this. In this way, you can do 3022 * then go through the below of this. In this way, you can do
2990 * something like: 3023 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 3028 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3030 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
2999 */ 3032 */
3000object *get_item_from_body_location(object *start, int loc) 3033static object *
3034get_next_item_from_body_location (int loc, object *start)
3001{ 3035{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3037 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3040 return tmp;
3009 3041
3010 return NULL; 3042 return 0;
3011} 3043}
3012
3013
3014 3044
3015/** 3045/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 3046 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 3047 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3052 * if aflags is AP_PRINT, we instead print out waht to unapply
3023 * instead of doing it. This is a lot less code than having 3053 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3054 * another function that does just that.
3025 */ 3055 */
3056
3057#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>"
3061
3062static int
3026int unapply_for_ob(object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3027{ 3064{
3028 int i; 3065 if (op->is_range ())
3029 object *tmp=NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3068 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3069 {
3039 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3071 who->failmsg (query_name (tmp));
3041 else 3072 else
3042 unapply_special(who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3043 } 3074 }
3044 else { 3075 else
3076 {
3045 /* In this case, we want to try and remove a cursed item. 3077 /* In this case, we want to try and remove a cursed item.
3046 * While we know it won't work, we want unapply_special to 3078 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3079 * at least generate the message.
3048 */ 3080 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3050 "No matter how hard you try, you just can't\nremove %s.", 3082 return 1;
3051 query_name(tmp)); 3083 }
3052 return 1;
3053 }
3054 3084
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3086 {
3060 /* this used up a slot that we need to free */ 3087 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3088 if (op->slot[i].info)
3062 last = who->inv; 3089 {
3090 object *last = who->inv;
3063 3091
3064 /* We do a while loop - may need to remove several items in order 3092 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3093 * to free up enough slots.
3066 */ 3094 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 3096 {
3069 if (!tmp) { 3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3099 if (!tmp)
3100 {
3070#if 0 3101#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3102 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3103 * equipped.
3073 */ 3104 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3105 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 i, body_locations[i].save_name, who->name);
3076#endif 3106#endif
3077 return 1; 3107 return 1;
3078 } 3108 }
3109
3079 /* If we are just printing, we don't care about cursed status */ 3110 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3112 {
3082 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3114 who->failmsg (query_name (tmp));
3084 else 3115 else
3085 unapply_special(who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
3086 } 3117 }
3087 else { 3118 else
3119 {
3088 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3121 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 3122 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3123 * one cursed ring.)
3092 */ 3124 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 3126 }
3095 last = tmp->below; 3127
3096 } 3128 last = tmp->below;
3129 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3130 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
3099 */ 3132 */
3100 } /* if op is using this body location */ 3133 } /* if op is using this body location */
3101 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
3102 return 0; 3136 return 0;
3103} 3137}
3104 3138
3105/** 3139/**
3106 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3144 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 3145 * is set, do we really care what the other flags may be?)
3112 * 3146 *
3113 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3148 * these return values.
3115 */ 3149 */
3150int
3116int can_apply_object(object *who, object *op) 3151can_apply_object (object *who, object *op)
3117{ 3152{
3153 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3154 return RESULT_INT (0);
3155
3118 int i, retval=0; 3156 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3157 object *tmp = 0, *ws = 0;
3120 3158
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3122 * 2 weapons, but we don't want to let them do that. So if they are
3123 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way.
3125 */
3126 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp;
3131 }
3132 }
3133 }
3134
3135
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 3160 {
3161 if (op->slot[i].info)
3162 {
3138 /* Item uses more slots than we have */ 3163 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3164 if (who->slot[i].info + op->slot [i].info < 0)
3165 {
3140 /* Could return now for efficiently - rest of info below isn' 3166 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 3167 * really needed.
3142 */ 3168 */
3143 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3170 }
3171 else if (who->slot[i].used + op->slot[i].info < 0)
3172 {
3145 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
3146 * we have. 3174 * we have.
3147 */ 3175 */
3148 object *tmp1;
3149 3176
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 3177 /* if we have an applied weapon/shield, and unapply it would free
3152 * enough slots to equip the new item, then just set this can 3178 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 3179 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only 3180 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3183 * may be two handed for example.
3158 */ 3184 */
3159 if (ws) { 3185 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3187 {
3162 continue; 3188 retval |= CAN_APPLY_UNAPPLY;
3163 } 3189 continue;
3164 } 3190 }
3165 3191
3166 tmp1 = get_item_from_body_location(who->inv, i); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 3193 if (!tmp1)
3168#if 0
3169 /* This is sort of an error, but happens a lot when old players
3170 * join in with more stuff equipped than they are now allowed.
3171 */
3172 LOG(llevError,"Can't find object using location %d on %s\n",
3173 i, who->name);
3174#endif
3175 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3176 } else { 3195 else
3196 {
3177 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3179 * to apply multiple objects 3199 * to apply multiple objects
3180 */ 3200 */
3181 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3202
3183 else if (tmp != tmp1) { 3203 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3204 tmp = tmp1;
3185 } 3205 else if (tmp != tmp1)
3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3207
3186 /* This object isn't using up all the slots, so there must 3208 /* This object isn't using up all the slots, so there must
3187 * be another. If so, and it the new item doesn't need all 3209 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3210 * the slots, the player then has a choice.
3189 */ 3211 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3212 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 3213 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3215
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3217 * equipped? If not, there must be something else to unapply.
3196 */ 3218 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3219 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3221 }
3200 } 3222 } /* if not enough free slots */
3201 } /* if not enough free slots */ 3223 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3204 3225
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3226 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3227 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3228 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3229 * because you can't control those just by body location - bows, shields,
3209 * and weapons all use the same slot. Similar for horn/rod/wand - they 3230 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3231 * all use the same location.
3211 */ 3232 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3235
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3237 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3238
3239 if (who->type != PLAYER)
3240 {
3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3245 retval |= CAN_APPLY_RESTRICTION;
3246
3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3248 retval |= CAN_APPLY_RESTRICTION;
3249
3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3251 retval |= CAN_APPLY_RESTRICTION;
3228 } 3252 }
3253
3229 return retval; 3254 return retval;
3230} 3255}
3231 3256
3232 3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3344}
3233 3345
3234/** 3346/**
3235 * who is the object using the object. It can be a monster. 3347 * who is the object using the object. It can be a monster.
3236 * op is the object they are using. op is an equipment type item, 3348 * op is the object they are using. op is an equipment type item,
3237 * eg, one which you put on and keep on for a while, and not something 3349 * eg, one which you put on and keep on for a while, and not something
3246 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3247 * 3359 *
3248 * Optional flags: 3360 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 3361 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 3362 * AP_IGNORE_CURSE: unapply cursed items
3363 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 3364 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3366 *
3254 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3255 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3373int
3256int apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3257{ 3375{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3259 object *tmp, *tmp2, *skop=NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 3378
3262 if(who==NULL) { 3379 if (who == NULL)
3380 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3382 return 1;
3265 } 3383 }
3266 3384
3267 if(op->env!=who) 3385 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3386 return 1; /* op is not in inventory */
3269 3387
3270 /* trying to unequip op */ 3388 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3389 if (QUERY_FLAG (op, FLAG_APPLIED))
3390 {
3272 /* always apply, so no reason to unapply */ 3391 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3392 if (basic_flag == AP_APPLY)
3393 return 0;
3274 3394
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3396 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 3398 return 1;
3281 } 3399 }
3400
3282 return unapply_special(who, op, aflags); 3401 return unapply_special (who, op, aflags);
3283 } 3402 }
3284
3285 if (basic_flag == AP_UNAPPLY) return 0; 3403 else if (basic_flag == AP_UNAPPLY)
3404 return 0;
3286 3405
3287 i = can_apply_object(who, op); 3406 splay (op);
3288 3407
3289 /* Can't just apply this object. Lets see what not and what to do */ 3408 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3409 if (int i = can_apply_object (who, op))
3410 {
3291 if (i & CAN_APPLY_NEVER) { 3411 if (i & CAN_APPLY_NEVER)
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3412 {
3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3293 return 1; 3414 return 1;
3415 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3416 else if (i & CAN_APPLY_RESTRICTION)
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3417 {
3418 who->failmsg (format (
3419 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op)
3422 ));
3296 return 1; 3423 return 1;
3297 } 3424 }
3425
3298 if (who->type != PLAYER) { 3426 if (who->type != PLAYER)
3427 {
3299 /* Some error, so don't try to equip something more */ 3428 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3429 if (unapply_for_ob (who, op, aflags))
3301 } else { 3430 return 1;
3302 if (who->contr->unapply == unapply_never || 3431 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3432 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3433 {
3434 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3435 {
3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3438 return 1;
3307 } 3439 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3440 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 3441 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 3442 return 1;
3443 }
3311 } 3444 }
3312 } 3445
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3447 {
3448 // try to ready attached skill first
3315 skop=find_skill_by_name(who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3450
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3451 if (!skop)
3452 {
3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3454 return 1;
3455 }
3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3457 {
3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3459 return 1;
3460 }
3461 }
3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3318 return 1; 3466 return 1;
3319 } else {
3320 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated
3322 */
3323 change_skill(who, skop, 0);
3324 }
3325 } 3467 }
3326
3327 if (who->type == PLAYER && op->item_power &&
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1;
3331 }
3332
3333 3468
3334 /* Ok. We are now at the state where we can apply the new object. 3469 /* Ok. We are now at the state where we can apply the new object.
3335 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3337 */ 3472 */
3338
3339 3473
3340 if(op->nrof > 1) 3474 // split away all the other items from the stack, so only one item is left
3341 tmp = get_split_ob(op,op->nrof - 1); 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3342 else
3343 tmp = NULL;
3344 3476
3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3478 return RESULT_INT (0);
3479
3345 switch(op->type) { 3480 switch (op->type)
3481 {
3346 case WEAPON: 3482 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3484 {
3349 "That weapon is too powerful for you to use.");
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3351 if(tmp!=NULL)
3352 (void) insert_ob_in_ob(tmp,who);
3353 return 1;
3354 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3485 /* if the weapon does not have the name as the character, can't use it. */
3357 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3358 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3359 if(tmp!=NULL) 3488 "H<Its name indicates that it belongs to somebody else.>");
3360 (void) insert_ob_in_ob(tmp,who); 3489 if (tmp) who->insert (tmp);
3361 return 1; 3490 return 1;
3362 } 3491 }
3363 SET_FLAG(op, FLAG_APPLIED);
3364 3492
3365 if (skop) change_skill(who, skop, 1); 3493 op->flag [FLAG_APPLIED] = true;
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON);
3368 3494
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3495 if (player *pl = who->contr)
3496 {
3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3498 change_abil (who, op);
3499 }
3500 else
3501 who->change_skill (skop);
3370 3502
3371 (void) change_abil (who,op); 3503 op->flag [FLAG_READY_WEAPON] = true;
3372 break;
3373
3374 case ARMOUR:
3375 case HELMET:
3376 case SHIELD:
3377 case BOOTS:
3378 case GLOVES:
3379 case GIRDLE:
3380 case BRACERS:
3381 case CLOAK:
3382 case RING:
3383 case AMULET:
3384 SET_FLAG(op, FLAG_APPLIED);
3385 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3386 (void) change_abil (who,op);
3387 break;
3388 case LAMP:
3389 if (op->stats.food < 1) {
3390 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3391 " fuel!", op->name);
3392 return 1;
3393 }
3394 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3395 op->name);
3396 tmp2 = arch_to_object(op->other_arch);
3397 tmp2->stats.food = op->stats.food;
3398 SET_FLAG(tmp2, FLAG_APPLIED);
3399 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3400 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3401 insert_ob_in_ob(tmp2, who);
3402
3403 /* Remove the old lantern */
3404 if (who->type == PLAYER)
3405 esrv_del_item(who->contr, (tag_t)op->count);
3406 remove_ob(op);
3407 free_object(op);
3408
3409 /* insert the portion that was split off */
3410 if(tmp!=NULL) {
3411 (void) insert_ob_in_ob(tmp,who);
3412 if(who->type==PLAYER)
3413 esrv_send_item(who, tmp);
3414 }
3415 fix_player(who);
3416 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3417 if (who->type == PLAYER) {
3418 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3419 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3420 }
3421 }
3422 if(who->type==PLAYER)
3423 esrv_send_item(who, tmp2);
3424 return 0;
3425 break;
3426
3427 /* this part is needed for skill-tools */
3428 case SKILL:
3429 case SKILL_TOOL:
3430 if (who->chosen_skill) {
3431 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3432 return 1;
3433 }
3434 if (who->type == PLAYER) {
3435 who->contr->shoottype = range_skill;
3436 who->contr->ranges[range_skill] = op;
3437 if ( ! op->invisible) {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3439 query_name (op));
3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3441 "You can now use the skill: %s.",
3442 op->skill);
3443 } else {
3444 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3445 op->skill? op->skill:op->name);
3446 }
3447 }
3448 SET_FLAG (op, FLAG_APPLIED);
3449 (void) change_abil (who, op);
3450 who->chosen_skill = op;
3451 SET_FLAG (who, FLAG_READY_SKILL);
3452 break;
3453
3454 case BOW:
3455 if (!check_weapon_power(who, op->last_eat)) {
3456 new_draw_info(NDI_UNIQUE, 0, who,
3457 "That item is too powerful for you to use.");
3458 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3459 if(tmp != NULL)
3460 (void)insert_ob_in_ob(tmp,who);
3461 return 1;
3462 }
3463 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3464 new_draw_info(NDI_UNIQUE, 0, who,
3465 "The weapon does not recognize you as its owner.");
3466 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who);
3468 return 1;
3469 }
3470 /*FALLTHROUGH*/
3471 case WAND:
3472 case ROD:
3473 case HORN:
3474 /* check for skill, alter player status */
3475 SET_FLAG(op, FLAG_APPLIED);
3476 if (skop) change_skill(who, skop, 0);
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3478
3479 if(who->type==PLAYER) {
3480 if (op->type == BOW) {
3481 (void)change_abil(who, op);
3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3483 "You will now fire %s with %s.",
3484 op->race ? op->race : "nothing", query_name(op));
3485 who->contr->shoottype = range_bow;
3486 } else {
3487 who->contr->shoottype = range_misc;
3488 }
3489 } else {
3490 if (op->type == BOW)
3491 SET_FLAG (who, FLAG_READY_BOW);
3492 else
3493 SET_FLAG (who, FLAG_READY_RANGE);
3494 }
3495 break;
3496
3497 case BUILDER:
3498 if ( who->contr->ranges[ range_builder ] )
3499 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3500 who->contr->shoottype = range_builder;
3501 who->contr->ranges[ range_builder ] = op;
3502 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3503 break; 3504 break;
3504 3505
3505 default: 3506 case ARMOUR:
3506 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3507 case HELMET:
3507 } /* end of switch op->type */ 3508 case SHIELD:
3509 case BOOTS:
3510 case GLOVES:
3511 case GIRDLE:
3512 case BRACERS:
3513 case CLOAK:
3514 case RING:
3515 case AMULET:
3516 SET_FLAG (op, FLAG_APPLIED);
3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3518 change_abil (who, op);
3519 break;
3508 3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3528 case SKILL:
3529 if (!(aflags & AP_NO_SLOT))
3530 {
3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3534 {
3535 who->failmsg (format (
3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3538 "It cannot be used on its own.>",
3539 &op->skill
3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3554 else
3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3571 }
3572
3573 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op);
3576 break;
3577
3578 case BOW:
3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3580 {
3581 who->failmsg ("The weapon does not recognize you as its owner. "
3582 "H<Its name indicates that it belongs to somebody else.>");
3583 if (tmp) who->insert (tmp);
3584 return 1;
3585 }
3586
3587 if (player *pl = who->contr)
3588 {
3589 op->flag [FLAG_APPLIED] = true;
3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3592 }
3593 break;
3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3597 {
3598 op->flag [FLAG_APPLIED] = true;
3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3600 }
3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3605 {
3606 op->flag [FLAG_APPLIED] = true;
3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3608 }
3609 break;
3610
3611 /*FALLTHROUGH*/
3612 case WAND:
3613 case ROD:
3614 case HORN:
3615 /* check for skill, alter player status */
3616
3617 if (!skop)
3618 {
3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3621 return 1;
3622 }
3623
3624 op->flag [FLAG_APPLIED] = true;
3625
3626 if (player *pl = who->contr)
3627 {
3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3629
3630 if (op->type == BOW)
3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3632
3633 change_abil (who, op);
3634 }
3635 else
3636 {
3637 who->change_skill (skop);
3638
3639 if (op->type == BOW)
3640 op->flag [FLAG_READY_BOW ] = true;
3641 else
3642 op->flag [FLAG_READY_RANGE] = true;
3643 }
3644
3645 break;
3646
3647 case BUILDER:
3648 if (player *pl = who->contr)
3649 {
3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3651 //TODO: change_abil?
3652 }
3653 break;
3654
3655 default:
3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3657 }
3658
3509 SET_FLAG(op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3510 3660
3511 if(tmp!=NULL) 3661 if (tmp) who->insert (tmp);
3512 tmp = insert_ob_in_ob(tmp,who);
3513 3662
3514 fix_player(who); 3663 who->update_stats ();
3515 3664
3516 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3517 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3518 * you don't know anything about them. 3667 * you don't know anything about them.
3519 */ 3668 */
3520 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3521 op->type!=ROD)
3522 SET_FLAG(op,FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3523 3671
3524 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3525 if (who->type == PLAYER) {
3526 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3527 SET_FLAG(op,FLAG_KNOWN_CURSED);
3528 }
3529 }
3530 if(who->type==PLAYER) { 3673 if (who->type == PLAYER)
3531 /* if multiple objects were applied, update both slots */ 3674 {
3532 if (tmp) 3675 who->failmsg (
3533 esrv_send_item(who, tmp); 3676 "Oops, it feels deadly cold! "
3534 esrv_send_item(who, op); 3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3535 } 3680 }
3681
3682 if (object *pl = op->visible_to ())
3683 esrv_send_item (pl, op);
3684
3536 return 0; 3685 return 0;
3537}
3538
3539
3540int monster_apply_special (object *who, object *op, int aflags)
3541{
3542 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3543 return 1;
3544 return apply_special (who, op, aflags);
3545} 3686}
3546 3687
3547/** 3688/**
3548 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3549 * 3690 *
3550 * Generates shop floor's item, and treasures. 3691 * Generates shop floor's item, and treasures.
3551 */ 3692 */
3693int
3552int auto_apply (object *op) { 3694auto_apply (object *op)
3695{
3553 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3554 int i; 3697 int i;
3555 3698
3556 switch(op->type) {
3557 case SHOP_FLOOR:
3558 if (!HAS_RANDOM_ITEMS(op)) return 0;
3559 do {
3560 i=10; /* let's give it 10 tries */
3561 while((tmp=generate_treasure(op->randomitems,
3562 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3563 if(tmp==NULL)
3564 return 0;
3565 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3566 free_object(tmp);
3567 tmp = NULL;
3568 }
3569 } while(!tmp);
3570 tmp->x=op->x;
3571 tmp->y=op->y;
3572 SET_FLAG(tmp,FLAG_UNPAID);
3573 insert_ob_in_map(tmp,op->map,NULL,0);
3574 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3700
3701 switch (op->type)
3702 {
3703 case SHOP_FLOOR:
3704 if (!op->has_random_items ())
3705 return 0;
3706
3707 do
3708 {
3709 i = 10; /* let's give it 10 tries */
3710 while ((tmp = generate_treasure (op->randomitems,
3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3716 if (tmp == NULL)
3717 return 0;
3718
3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3720 {
3721 tmp->destroy ();
3722 tmp = NULL;
3723 }
3724 }
3725 while (!tmp);
3726
3727 tmp->x = op->x;
3728 tmp->y = op->y;
3729 SET_FLAG (tmp, FLAG_UNPAID);
3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3575 identify(tmp); 3731 identify (tmp);
3576 break; 3732 break;
3577 3733
3578 case TREASURE: 3734 case TREASURE:
3579 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3580 return 0; 3736 return 0;
3737
3581 while ((op->stats.hp--)>0) 3738 while (op->stats.hp-- > 0)
3582 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3739 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3583 op->stats.exp ? (int)op->stats.exp : 3740 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3584 op->map == NULL ? 14: op->map->difficulty,0);
3585 3741
3586 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3587 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3588 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3589 * that is put inside other objects. 3745 * that is put inside other objects.
3590 */ 3746 */
3591 for (tmp=op->inv; tmp; tmp=tmp2) { 3747 if (op->env)
3592 tmp2 = tmp->below; 3748 while (op->inv)
3593 remove_ob(tmp); 3749 op->env->insert (op->inv);
3594 if (op->env) insert_ob_in_ob(tmp, op->env); 3750
3595 else free_object(tmp); 3751 op->destroy ();
3752 break;
3596 } 3753 }
3597 remove_ob(op);
3598 free_object(op);
3599 break;
3600 }
3601 return tmp ? 1 : 0;
3602}
3603 3754
3755 return !!tmp;
3756}
3757
3604/** 3758/**
3605 * fix_auto_apply goes through the entire map (only the first time 3759 * fix_auto_apply goes through the entire map every time a map
3606 * when an original map is loaded) and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3607 * certain objects (most initialization of chests and creation of 3761 * certain objects (most initialization of chests and creation of
3608 * treasures and stuff). Calls auto_apply if appropriate. 3762 * treasures and stuff). Calls auto_apply if appropriate.
3609 */ 3763 */
3764void
3765maptile::fix_auto_apply ()
3766{
3767 if (!spaces)
3768 return;
3610 3769
3611void fix_auto_apply(mapstruct *m) { 3770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3612 object *tmp,*above=NULL; 3771 for (object *tmp = ms->bot; tmp; )
3613 int x,y; 3772 {
3773 object *above = tmp->above;
3614 3774
3615 if(m==NULL) return; 3775 if (tmp->inv)
3616 3776 {
3617 for(x=0;x<MAP_WIDTH(m);x++)
3618 for(y=0;y<MAP_HEIGHT(m);y++)
3619 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3620 above=tmp->above;
3621
3622 if (tmp->inv) {
3623 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3624 3778
3625 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3626 invnext = invtmp->below; 3780 {
3781 invnext = invtmp->below;
3627 3782
3628 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3629 auto_apply(invtmp); 3784 auto_apply (invtmp);
3630 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3631 while ((invtmp->stats.hp--)>0) 3786 {
3632 create_treasure(invtmp->randomitems, invtmp, 0, 3787 while (invtmp->stats.hp-- > 0)
3633 m->difficulty,0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3634 invtmp->randomitems = NULL; 3789
3635 } 3790 invtmp->randomitems = NULL;
3636 else if (invtmp && invtmp->arch && 3791 }
3637 invtmp->type!=TREASURE && 3792 else if (invtmp && invtmp->arch
3638 invtmp->type != SPELL && 3793 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3639 invtmp->type != CLASS && 3794 {
3640 HAS_RANDOM_ITEMS(invtmp)) { 3795 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641 create_treasure(invtmp->randomitems, invtmp, 0,
3642 m->difficulty,0);
3643 /* Need to clear this so that we never try to create 3796 /* Need to clear this so that we never try to create
3644 * treasure again for this object 3797 * treasure again for this object
3645 */ 3798 */
3646 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3647 } 3800 }
3648 } 3801 }
3802
3649 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3650 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3651 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3652 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3653 * MSW 2004-05-13 3807 * MSW 2004-05-13
3654 * 3808 *
3655 * And if it's a spellbook, it's better to set randomitems to NULL too, 3809 * And if it's a spellbook, it's better to set randomitems to NULL too,
3656 * else you get two spells in the book ^_- 3810 * else you get two spells in the book ^_-
3657 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3658 */ 3812 */
3659 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3660 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3661 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3662 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3816 }
3663 3817
3664 }
3665
3666 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3667 auto_apply(tmp); 3819 auto_apply (tmp);
3668 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3821 {
3669 while ((tmp->stats.hp--)>0) 3822 while ((tmp->stats.hp--) > 0)
3670 create_treasure(tmp->randomitems, tmp, 0, 3823 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3671 m->difficulty,0);
3672 tmp->randomitems = NULL; 3824 tmp->randomitems = NULL;
3673 } 3825 }
3674 else if(tmp->type==TIMED_GATE) { 3826 else if (tmp->type == TIMED_GATE)
3827 {
3675 object *head = tmp->head != NULL ? tmp->head : tmp; 3828 object *head = tmp->head != NULL ? tmp->head : tmp;
3829
3676 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3830 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3677 tmp->speed = 0; 3831 tmp->set_speed (0);
3678 update_ob_speed(tmp); 3832 }
3679 }
3680 }
3681 /* This function can be called everytime a map is loaded, even when 3833 /* This function can be called everytime a map is loaded, even when
3682 * swapping back in. As such, we don't want to create the treasure 3834 * swapping back in. As such, we don't want to create the treasure
3683 * over and ove again, so after we generate the treasure, blank out 3835 * over and ove again, so after we generate the treasure, blank out
3684 * randomitems so if it is swapped in again, it won't make anything. 3836 * randomitems so if it is swapped in again, it won't make anything.
3685 * This is a problem for the above objects, because they have counters 3837 * This is a problem for the above objects, because they have counters
3686 * which say how many times to make the treasure. 3838 * which say how many times to make the treasure.
3687 */ 3839 */
3688 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3840 else if (tmp && tmp->arch && tmp->type != PLAYER
3689 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3841 && tmp->type != TREASURE && tmp->type != SPELL
3690 HAS_RANDOM_ITEMS(tmp)) { 3842 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3843 {
3691 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3844 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3692 m->difficulty,0);
3693 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3694 } 3846 }
3847
3848 // close all containers
3849 else if (tmp->type == CONTAINER)
3850 tmp->flag [FLAG_APPLIED] = 0;
3851
3852 tmp = above;
3695 } 3853 }
3696 3854
3697 for(x=0;x<MAP_WIDTH(m);x++) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3698 for(y=0;y<MAP_HEIGHT(m);y++) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3699 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3700 if (tmp->above &&
3701 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3702 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3703} 3859}
3704 3860
3705/** 3861/**
3706 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3707 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3708 * that doesn't work with the new spell code. Since we know what 3864 * that doesn't work with the new spell code. Since we know what
3709 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3710 */ 3866 */
3711 3867void
3712void eat_special_food(object *who, object *food) { 3868eat_special_food (object *who, object *food)
3869{
3713 object *force; 3870 object *force;
3714 int i, did_one=0; 3871 int i, did_one = 0;
3715 sint8 k;
3716 3872
3717 force = get_archetype(FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3718 3876
3877 /* bigger morsel of food = longer effect time */
3878 int duration = TIME2TICK (food->stats.food);
3879
3880 if (force = who->force_find (key))
3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 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));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3891 }
3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3719 for (i=0; i < NUM_STATS; i++) { 3898 for (i = 0; i < NUM_STATS; i++)
3720 k = get_attr_value(&food->stats, i); 3899 if (sint8 k = food->stats.stat (i))
3721 if (k) { 3900 {
3722 set_attr_value(&force->stats, i, k); 3901 force->stats.stat (i) = k;
3723 did_one = 1; 3902 did_one = 1;
3724 } 3903 }
3725 }
3726 3904
3727 /* check if we can protect the eater */ 3905 /* check if we can protect the eater */
3728 for (i=0; i<NROFATTACKS; i++) { 3906 for (i = 0; i < NROFATTACKS; i++)
3729 if (food->resist[i]>0) {
3730 force->resist[i] = food->resist[i] / 2;
3731 did_one = 1;
3732 }
3733 }
3734 if (did_one) {
3735 force->speed = 0.1;
3736 update_ob_speed(force);
3737 /* bigger morsel of food = longer effect time */
3738 force->stats.food = food->stats.food / 5;
3739 SET_FLAG(force, FLAG_IS_USED_UP);
3740 SET_FLAG(force, FLAG_APPLIED);
3741 change_abil(who, force);
3742 insert_ob_in_ob(force, who);
3743 } else {
3744 free_object(force);
3745 }
3746
3747 /* check for hp, sp change */
3748 if(food->stats.hp!=0) {
3749 if(QUERY_FLAG(food, FLAG_CURSED)) {
3750 strcpy(who->contr->killer,food->name);
3751 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3752 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3753 } else {
3754 if(food->stats.hp>0)
3755 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3756 else
3757 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3758 who->stats.hp += food->stats.hp;
3759 }
3760 }
3761 if(food->stats.sp!=0) {
3762 if(QUERY_FLAG(food, FLAG_CURSED)) {
3763 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3764 who->stats.sp -= food->stats.sp;
3765 if(who->stats.sp<0) who->stats.sp=0;
3766 } else {
3767 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3768 who->stats.sp += food->stats.sp;
3769 /* place limit on max sp from food? */
3770 }
3771 }
3772 fix_player(who);
3773}
3774
3775
3776/**
3777 * Designed primarily to light torches/lanterns/etc.
3778 * Also burns up burnable material too. First object in the inventory is
3779 * the selected object to "burn". -b.t.
3780 */
3781
3782void apply_lighter(object *who, object *lighter) {
3783 object *item;
3784 int is_player_env=0;
3785 uint32 nrof;
3786 tag_t count;
3787 char item_name[MAX_BUF];
3788
3789 item=find_marked_object(who);
3790 if(item) {
3791 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3792 /* Split multiple lighters if they're being used up. Otherwise *
3793 * one charge from each would be used up. --DAMN */
3794 if(lighter->nrof > 1) {
3795 object *oneLighter = get_object();
3796 copy_object(lighter, oneLighter);
3797 lighter->nrof -= 1;
3798 oneLighter->nrof = 1;
3799 oneLighter->stats.food--;
3800 esrv_send_item(who, lighter);
3801 oneLighter=insert_ob_in_ob(oneLighter, who);
3802 esrv_send_item(who, oneLighter);
3803 } else {
3804 lighter->stats.food--;
3805 }
3806
3807 } else if(lighter->last_eat) { /* no charges left in lighter */
3808 new_draw_info_format(NDI_UNIQUE, 0,who,
3809 "You attempt to light the %s with a used up %s.",
3810 item->name, lighter->name);
3811 return;
3812 } 3907 {
3813 /* Perhaps we should split what we are trying to light on fire? 3908 if (food->resist[i] > 0)
3814 * I can't see many times when you would want to light multiple
3815 * objects at once.
3816 */
3817 nrof=item->nrof;
3818 count=item->count;
3819 /* If the item is destroyed, we don't have a valid pointer to the
3820 * name object, so make a copy so the message we print out makes
3821 * some sense.
3822 */
3823 strcpy(item_name, item->name);
3824 if (who == is_player_inv(item)) is_player_env=1;
3825
3826 save_throw_object(item,AT_FIRE,who);
3827 /* Change to check count and not freed, since the object pointer
3828 * may have gotten recycled
3829 */
3830 if ((nrof != item->nrof ) || (count != item->count)) {
3831 new_draw_info_format(NDI_UNIQUE, 0,who,
3832 "You light the %s with the %s.",item_name,lighter->name);
3833 /* Need to update the player so that the players glow radius
3834 * gets changed.
3835 */
3836 if (is_player_env) fix_player(who);
3837 } else {
3838 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3840 }
3841
3842 } else /* nothing to light */
3843 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3844
3845}
3846
3847/**
3848 * op made some mistake with a scroll, this takes care of punishment.
3849 * scroll_failure()- hacked directly from spell_failure
3850 */
3851void scroll_failure(object *op, int failure, int power)
3852{
3853 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3854
3855 if(failure<= -1&&failure > -15) {/* wonder */
3856 object *tmp;
3857
3858 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3859 tmp=get_archetype(SPELL_WONDER);
3860 cast_wonder(op, op, 0, tmp);
3861 free_object(tmp);
3862 } else if (failure <= -15&&failure > -35) {/* drain mana */
3863 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3864 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3865 if(op->stats.sp<0) op->stats.sp = 0;
3866 } else if (settings.spell_failure_effects == TRUE) {
3867 if (failure <= -35&&failure > -60) { /* confusion */
3868 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3869 confuse_player(op,op,power);
3870 } else if (failure <= -60&&failure> -70) {/* paralysis */
3871 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3872 "you!");
3873 paralyze_player(op,op,power);
3874 } else if (failure <= -70&&failure> -80) {/* blind */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3876 blind_player(op,op,power);
3877 } else if (failure <= -80) {/* blast the immediate area */
3878 object *tmp;
3879 tmp=get_archetype(LOOSE_MANA);
3880 cast_magic_storm(op,tmp, power);
3881 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3882 free_object(tmp);
3883 }
3884 }
3885}
3886
3887void apply_changes_to_player(object *pl, object *change) {
3888 int excess_stat=0; /* if the stat goes over the maximum
3889 for the race, put the excess stat some
3890 where else. */
3891
3892 switch (change->type) {
3893 case CLASS: {
3894 living *stats = &(pl->contr->orig_stats);
3895 living *ns = &(change->stats);
3896 object *walk;
3897 int flag_change_face=1;
3898
3899 /* the following code assigns stats up to the stat max
3900 * for the race, and if the stat max is exceeded,
3901 * tries to randomly reassign the excess stat
3902 */
3903 int i,j;
3904 for(i=0;i<NUM_STATS;i++) {
3905 sint8 stat=get_attr_value(stats,i);
3906 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3907 stat += get_attr_value(ns,i);
3908 if(stat > 20 + race_bonus) {
3909 excess_stat++;
3910 stat = 20+race_bonus;
3911 }
3912 set_attr_value(stats,i,stat);
3913 }
3914
3915 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3916 int i = rndm(0, 6);
3917 int stat=get_attr_value(stats,i);
3918 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3919 if(i==CHA) continue; /* exclude cha from this */
3920 if( stat < 20 + race_bonus) {
3921 change_attr_value(stats,i,1);
3922 excess_stat--;
3923 }
3924 }
3925
3926 /* insert the randomitems from the change's treasurelist into
3927 * the player ref: player.c
3928 */
3929 if(change->randomitems!=NULL)
3930 give_initial_items(pl,change->randomitems);
3931
3932
3933 /* set up the face, for some races. */
3934
3935 /* first, look for the force object banning
3936 * changing the face. Certain races never change face with class.
3937 */
3938 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3939 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3940
3941 if(flag_change_face) {
3942 pl->animation_id = GET_ANIM_ID(change);
3943 pl->face = change->face;
3944
3945 if(QUERY_FLAG(change,FLAG_ANIMATE))
3946 SET_FLAG(pl,FLAG_ANIMATE);
3947 else
3948 CLEAR_FLAG(pl,FLAG_ANIMATE);
3949 }
3950
3951 /* check the special case of can't use weapons */
3952 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3953 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3954
3955 break;
3956 }
3957 }
3958}
3959
3960/**
3961 * This handles items of type 'transformer'.
3962 * Basically those items, used with a marked item, transform both items into something
3963 * else.
3964 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3965 * Change information is contained in the 'slaying' field of the marked item.
3966 * The format is as follow: transformer:[number ]yield[;transformer:...].
3967 * This way an item can be transformed in many things, and/or many objects.
3968 * The 'slaying' field for transformer is used as verb for the action.
3969 */
3970void apply_item_transformer( object* pl, object* transformer )
3971 {
3972 object* marked;
3973 object* new_item;
3974 char* find;
3975 char* separator;
3976 int yield;
3977 char got[ MAX_BUF ];
3978 int len;
3979
3980 if ( !pl || !transformer )
3981 return;
3982 marked = find_marked_object( pl );
3983 if ( !marked )
3984 {
3985 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3986 return;
3987 }
3988 if ( !marked->slaying )
3989 {
3990 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3991 return;
3992 }
3993 /* check whether they are compatible or not */
3994 find = strstr( marked->slaying, transformer->arch->name );
3995 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3996 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3998 return;
3999 }
4000 find += strlen( transformer->arch->name ) + 1;
4001 /* Item can be used, now find how many and what it yields */
4002 if ( isdigit( *( find ) ) )
4003 {
4004 yield = atoi( find );
4005 if ( yield < 1 )
4006 { 3909 {
4007 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3910 force->resist[i] = food->resist[i];
4008 yield = 1; 3911 did_one = 1;
4009 } 3912 }
4010 } 3913 }
4011 else
4012 yield = 1;
4013 3914
4014 while ( isdigit( *find ) ) 3915 if (did_one)
4015 find++;
4016 while ( *find == ' ' )
4017 find++;
4018 memset( got, 0, MAX_BUF );
4019 if ( (separator = strchr( find, ';' ))!=NULL)
4020 {
4021 len = separator - find;
4022 } 3916 {
4023 else 3917 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));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
4024 { 3921 }
4025 len = strlen(find); 3922 else
3923 force->destroy ();
3924 }
3925
3926 /* check for hp, sp change */
3927 if (food->stats.hp != 0)
3928 {
3929 if (QUERY_FLAG (food, FLAG_CURSED))
4026 } 3930 {
4027 if ( len > MAX_BUF-1) 3931 who->contr->killer = food;
4028 len = MAX_BUF-1; 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4029 strcpy( got, find ); 3933 who->failmsg ("Eck!...that was poisonous!");
4030 got[len] = '\0';
4031
4032 /* Now create new item, remove used ones when required. */
4033 new_item = get_archetype( got );
4034 if ( !new_item )
4035 { 3934 }
4036 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3935 else
4037 return;
4038 } 3936 {
4039 new_item->nrof = yield; 3937 if (food->stats.hp > 0)
4040 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3938 who->statusmsg ("You begin to feel better.");
4041 insert_ob_in_ob( new_item, pl ); 3939 else
4042 esrv_send_inventory( pl, pl ); 3940 who->failmsg ("Eck!...that was poisonous!");
4043 /* Eat up one item */ 3941
4044 decrease_ob_nr( marked, 1 ); 3942 who->stats.hp += food->stats.hp;
4045 /* Eat one transformer if needed */ 3943 }
4046 if ( transformer->stats.food ) 3944 }
4047 if ( --transformer->stats.food == 0 ) 3945
4048 decrease_ob_nr( transformer, 1 ); 3946 if (food->stats.sp != 0)
4049 } 3947 {
3948 if (QUERY_FLAG (food, FLAG_CURSED))
3949 {
3950 who->failmsg ("You are drained of mana!");
3951 who->stats.sp -= food->stats.sp;
3952 if (who->stats.sp < 0)
3953 who->stats.sp = 0;
3954 }
3955 else
3956 {
3957 who->statusmsg ("You feel a rush of magical energy!");
3958 who->stats.sp += food->stats.sp;
3959 /* place limit on max sp from food? */
3960 }
3961 }
3962
3963 who->update_stats ();
3964}
3965
3966void
3967apply_changes_to_player (object *pl, object *change)
3968{
3969 int excess_stat = 0; /* if the stat goes over the maximum
3970 for the race, put the excess stat some
3971 where else. */
3972
3973 switch (change->type)
3974 {
3975 case CLASS:
3976 {
3977 living *stats = &(pl->contr->orig_stats);
3978 living *ns = &(change->stats);
3979 object *walk;
3980 int flag_change_face = 1;
3981
3982 /* the following code assigns stats up to the stat max
3983 * for the race, and if the stat max is exceeded,
3984 * tries to randomly reassign the excess stat
3985 */
3986 int i, j;
3987
3988 for (i = 0; i < NUM_STATS; i++)
3989 {
3990 int race_bonus = pl->arch->stats.stat (i);
3991 sint8 stat = stats->stat (i) + ns->stat (i);
3992
3993 if (stat > 20 + race_bonus)
3994 {
3995 excess_stat++;
3996 stat = 20 + race_bonus;
3997 }
3998
3999 stats->stat (i) = stat;
4000 }
4001
4002 for (j = 0; excess_stat > 0 && j < 100; j++)
4003 { /* try 100 times to assign excess stats */
4004 int i = rndm (0, 6);
4005
4006 if (i == CHA)
4007 continue; /* exclude cha from this */
4008
4009 int stat = stats->stat (i);
4010 int race_bonus = pl->arch->stats.stat (i);
4011 if (stat < 20 + race_bonus)
4012 {
4013 change_attr_value (stats, i, 1);
4014 excess_stat--;
4015 }
4016 }
4017
4018 /* insert the randomitems from the change's treasurelist into
4019 * the player ref: player.c
4020 */
4021 if (change->randomitems)
4022 give_initial_items (pl, change->randomitems);
4023
4024 /* set up the face, for some races. */
4025
4026 /* first, look for the force object banning
4027 * changing the face. Certain races never change face with class.
4028 */
4029 for (walk = pl->inv; walk; walk = walk->below)
4030 if (walk->name == shstr_NOCLASSFACECHANGE)
4031 flag_change_face = 0;
4032
4033 if (flag_change_face)
4034 {
4035 pl->face = change->face;
4036 pl->animation_id = change->animation_id;
4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4038 }
4039
4040 /* check the special case of can't use weapons */
4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4042 if (change->name == shstr_monk)
4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4044
4045 break;
4046 }
4047 }
4048}
4049

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