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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.19 by elmex, Sun Sep 3 14:33:46 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 1.19 2006/09/03 14:33:46 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37
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 34
44/** 35/**
45 * 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.
46 * 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.
47 */ 38 */
39int
48int should_director_abort(object *op, object *victim) 40should_director_abort (object *op, object *victim)
49{ 41{
50 int arch_flag, name_flag, race_flag; 42 int arch_flag, name_flag, race_flag;
43
51 /* 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.
52 * 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,
53 * 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,
54 * 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
55 * it. Examples: 48 * it. Examples:
56 * subtype 1: only arch 49 * subtype 1: only arch
57 * subtype 3: arch or name 50 * subtype 3: arch or name
58 * subtype 5: arch or race 51 * subtype 5: arch or race
59 * subtype 7: all three 52 * subtype 7: all three
60 */ 53 */
61 if (op->subtype) 54 if (op->subtype)
62 { 55 {
63 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
64 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
65 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
66 } else { 59 }
60 else
61 {
67 arch_flag = 1; 62 arch_flag = 1;
68 name_flag = 1; 63 name_flag = 1;
69 race_flag = 1; 64 race_flag = 1;
70 } 65 }
66
71 /* 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,
72 * name or race that matches. 68 * name or race that matches.
73 */ 69 */
74 if ( (op->race) && 70 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 73 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 74 return 1;
79 } 75
80 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 77 * of arch, name, or race match.
82 */ 78 */
83 if ( (op->slaying) && (
84 ((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))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 81 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 82 return 1;
88 } 83
89 return 0; 84 return 0;
90} 85}
91 86
92/** 87/**
93 * 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.
94 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
96 */ 91 */
92static int
97static int apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
98{ 94{
99 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success=0;
101 96
102 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
103 return 0; 98 return 0;
104 99
105 /* 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
106 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
107 */ 102 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 104 return 0;
110 105
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
114 */ 108 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 109 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 111 {
118 if (operate_altar (altar, &money)) { 112 if (operate_altar (altar, &money, pl))
113 {
119 identify (marked); 114 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 115
121 "You have %s.", long_desc(marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) { 117 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 119
120 return !money;
121 }
122 }
123
124 for (object *id = pl->inv; id; id = id->below)
125 {
126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
127 {
128 if (operate_altar (altar, &money, pl))
129 {
130 identify (id);
131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
133 if (id->msg)
134 buf << "The item has a story:\r" << id->msg << "\n\n";
135
136 /* If no more money, might as well quit now */
137 if (!money || !check_altar_sacrifice (altar, money))
138 break;
125 } 139 }
126 return money == NULL; 140 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 141 {
146 else {
147 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");
148 break; 143 break;
149 } 144 }
150 } 145 }
151 } 146 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 147
153 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;
154} 154}
155 155
156/** 156/**
157 * 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
158 * matching item. 158 * matching item.
159 **/ 159 **/
160void
160static void handle_apply_yield(object* tmp) 161handle_apply_yield (object *tmp)
161{ 162{
162 const char* yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
163 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181} 165}
182 166
183/** 167/**
184 * Handles applying a potion. 168 * Handles applying a potion.
185 */ 169 */
170int
186int apply_potion (object * op, object * tmp) 171apply_potion (object *op, object *tmp)
187{ 172{
188 int got_one = 0, i; 173 int got_one = 0, i;
189 object *force = 0, *floor = 0; 174 object *force = 0;
190 175
191 floor = get_map_ob (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
192 177
193 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)
194 { 179 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 181
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 183 return 0;
201 } 184 }
202 185
203 if (op->type == PLAYER) 186 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 187 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 188 identify (tmp);
207 }
208 189
209 handle_apply_yield (tmp); 190 handle_apply_yield (tmp);
210 191
211 /* Potion of restoration - only for players */ 192 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 193 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 195 object *depl;
215 archetype *at; 196 archetype *at;
216 197
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 199 {
219 drain_stat (op); 200 op->drain_stat ();
220 fix_player (op); 201 op->update_stats ();
221 decrease_ob (tmp); 202 tmp->decrease ();
222 return 1; 203 return 1;
223 } 204 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 205
206 if (!(at = archetype::find (shstr_depletion)))
225 { 207 {
226 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 209 return 0;
228 } 210 }
211
229 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
213
230 if (depl != NULL) 214 if (depl)
231 { 215 {
232 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
234 { 218 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 219
236 } 220 depl->destroy ();
237 remove_ob (depl); 221 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 222 }
241 else 223 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
243 225
244 decrease_ob (tmp); 226 tmp->decrease ();
245 return 1; 227 return 1;
246 } 228 }
247 229
248 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 232 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
253 { 234 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 236 {
256 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
257 { 238 {
258 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
259 break; 240 break;
260 } 241 }
242
261 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
262 { 244 {
263 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
264 break; 246 break;
265 } 247 }
248
266 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
267 { 250 {
268 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
269 break; 252 break;
270 } 253 }
274 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
275 { 258 {
276 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
277 break; 260 break;
278 } 261 }
262
279 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
280 { 264 {
281 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
282 break; 266 break;
283 } 267 }
268
284 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
285 { 270 {
286 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
287 break; 272 break;
288 } 273 }
289 } 274 }
290 } 275 }
276
291 /* Just makes checking easier */ 277 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
293 got_one = 1; 279 got_one = 1;
280
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 282 {
296 if (got_one) 283 if (got_one)
297 { 284 {
298 fix_player (op); 285 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 287 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
305 } 289 }
306 else 290 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 292 }
310 else 293 else
311 { /* cursed potion */ 294 { /* cursed potion */
312 if (got_one) 295 if (got_one)
313 { 296 {
314 fix_player (op); 297 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
317 } 299 }
318 else 300 else
319 new_draw_info (NDI_UNIQUE, 0, op, 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 302 }
303
322 decrease_ob (tmp); 304 tmp->decrease ();
323 return 1; 305 return 1;
324 } 306 }
325 307
326 308
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 313 */
332 if (tmp->inv) 314 if (tmp->inv)
333 { 315 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 317 {
336 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
337 319 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 320 }
349 else 321 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 323
352 decrease_ob (tmp); 324 tmp->decrease ();
325
353 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 328 op->update_stats ();
329
356 return 1; 330 return 1;
357 } 331 }
358 332
359 /* Deal with protection potions */ 333 /* Deal with protection potions */
360 force = NULL; 334 force = NULL;
362 { 336 {
363 if (tmp->resist[i]) 337 if (tmp->resist[i])
364 { 338 {
365 if (!force) 339 if (!force)
366 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
369 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 */
370 } 345 }
371 } 346 }
347
372 /* This is a protection potion */ 348 /* This is a protection potion */
373 if (force) 349 if (force)
374 { 350 {
375 /* cursed items last longer */ 351 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 354 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 358 }
359
383 force->speed_left = -1; 360 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 364 change_abil (op, force);
388 decrease_ob (tmp); 365 tmp->decrease ();
389 return 1; 366 return 1;
390 } 367 }
391 368
392 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 370 if (op->type == PLAYER)
394 { /* only for players */ 371 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0) 374 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 376 else
399 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
400 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
402 } 381 }
403 382
404 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 386 * up all the stats.
408 */ 387 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 389 op->update_stats ();
411 decrease_ob (tmp); 390 tmp->decrease ();
412 return 1; 391 return 1;
413} 392}
414 393
415/**************************************************************************** 394/****************************************************************************
416 * Weapon improvement code follows 395 * Weapon improvement code follows
417 ****************************************************************************/ 396 ****************************************************************************/
418 397
419/** 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/**
420 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
421 */ 415 */
422static int check_item(object *op, const char *item) 416static int
417check_item (object *op, shstr_cmp item)
423{ 418{
424 int count=0; 419 int count = 0;
425 420
421 if (!item)
422 return 0;
426 423
427 if (item==NULL) return 0; 424 for (op = op->below; op; op = op->below)
428 op=op->below; 425 if (op->arch->archname == item)
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 428 count += op->number_of ();
438 } 429
439 }
440 op=op->below;
441 }
442 return count; 430 return count;
443} 431}
444 432
445/** 433/**
446 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 435 * op is typically the player, which is only
448 * really used to determine what space to look at. 436 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
450 */ 438 */
451static void eat_item(object *op,const char *item, uint32 nrof) 439static void
440eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 441{
453 object *prev; 442 object *prev;
454 443
455 prev = op; 444 prev = op;
456 op=op->below; 445 op = op->below;
457 446
458 while(op!=NULL) { 447 while (op)
459 if (strcmp(op->arch->name,item)==0) { 448 {
449 if (op->arch->archname == item)
450 {
460 if (op->nrof >= nrof) { 451 if (op->nrof >= nrof)
452 {
461 decrease_ob_nr(op,nrof); 453 op->decrease (nrof);
462 return; 454 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 455 }
456 else
457 {
458 op->decrease (nrof);
459 nrof -= op->nrof;
460 }
461
467 op=prev; 462 op = prev;
468 } 463 }
464
469 prev = op; 465 prev = op;
470 op=op->below; 466 op = op->below;
471 } 467 }
472}
473
474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 468}
519 469
520/** 470/**
521 * 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.
522 * 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.
523 */ 473 */
474static int
524static int check_sacrifice(object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
525{ 476{
526 int count=0; 477 int count = 0;
527 478
528 if (improver->slaying!=NULL) { 479 if (improver->slaying)
480 {
529 count = check_item(op,improver->slaying); 481 count = check_item (op, improver->slaying);
530 if (count<1) { 482 if (count < 1)
531 char buf[200]; 483 {
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 485 return 0;
535 } 486 }
536 } 487 }
537 else 488 else
538 count=1; 489 count = 1;
539 490
540 return count; 491 return count;
541} 492}
542 493
543/** 494/**
544 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
545 */ 496 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 497static int
547 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)
548{ 499{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 500 stat += sacrifice_count;
552 weapon->last_eat++; 501 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 502 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 503
557 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
558 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
559 return 1; 513 return 1;
560} 514}
561 515
562/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 521#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 523#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 526#define IMPROVE_INT 10
573#define IMPROVE_POW 11 527#define IMPROVE_POW 11
574
575 528
576/** 529/**
577 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
579 */ 532 */
580 533static int
581int prepare_weapon(object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
582{ 535{
583 int sacrifice_count,i; 536 int sacrifice_count, i;
584 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
585 538
586 if (weapon->level!=0) { 539 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 540 {
541 op->failmsg ("Weapon is already prepared!");
588 return 0; 542 return 0;
589 } 543 }
544
590 for (i=0; i<NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 546 if (weapon->resist[i])
547 break;
592 548
593 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 550 * improvement of items that already have protections.
595 */ 551 */
596 if (i<NROFATTACKS || 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
601 { 556 {
602 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.>");
603 return 0; 560 return 0;
604 } 561 }
562
605 sacrifice_count=check_sacrifice(op,improver); 563 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 564 if (sacrifice_count <= 0)
607 return 0; 565 return 0;
566
608 weapon->level=isqrt(sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
611 569
612 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.",
613 &weapon->name,weapon->level); 573 &weapon->name, weapon->level
574 ));
614 575
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 579 slot at once! */
619 decrease_ob(improver); 580 improver->decrease ();
620 weapon->last_eat=0; 581 weapon->last_eat = 0;
621 return 1; 582 return 1;
622} 583}
623
624 584
625/** 585/**
626 * 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.
627 * This is the new improve weapon code. 587 * This is the new improve weapon code.
628 * 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.
631 * 591 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
635 */ 595 */
596static int
636int improve_weapon(object *op,object *improver,object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
637{ 598{
638 int sacrifice_count, sacrifice_needed=0; 599 int sacrifice_count, sacrifice_needed = 0;
639 600
640 if(improver->stats.sp==IMPROVE_PREPARE) { 601 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
642 } 603
643 if (weapon->level==0) { 604 if (weapon->level == 0)
644 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.>");
645 return 0; 609 return 0;
646 } 610 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 611
648 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.");
649 return 0; 616 return 0;
650 } 617 }
618
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
652 !check_weapon_power(op, weapon->last_eat+1)) { 620 && !check_item_power (op, weapon->item_power + 1))
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 621 {
654 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 "
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 623 "powerful for you to use. Unready it if you "
624 "really want to improve it.");
656 return 0; 625 return 0;
657 } 626 }
627
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 631 * weapon can be improved.
662 */ 632 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 633 if (improver->stats.sp == IMPROVE_DAMAGE)
634 {
664 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
668 weapon->last_eat++; 638 weapon->last_eat++;
669 639
670 weapon->item_power++; 640 weapon->item_power++;
671 decrease_ob(improver); 641 improver->decrease ();
672 return 1; 642 return 1;
673 } 643 }
644
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 645 if (improver->stats.sp == IMPROVE_WEIGHT)
646 {
675 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 648 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 649 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 650 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 651
680 (float)weapon->weight/1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 653 weapon->last_eat++;
682 weapon->item_power++; 654 weapon->item_power++;
683 decrease_ob(improver); 655 improver->decrease ();
684 return 1; 656 return 1;
685 } 657 }
658
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 659 if (improver->stats.sp == IMPROVE_ENCHANT)
660 {
687 weapon->magic++; 661 weapon->magic++;
688 weapon->last_eat++; 662 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic); 664 improver->decrease ();
691 decrease_ob(improver);
692 weapon->item_power++; 665 weapon->item_power++;
693 return 1; 666 return 1;
694 } 667 }
695 668
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 670 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 671
700 if (sacrifice_needed<1) 672 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 673 sacrifice_needed = 1;
702 sacrifice_needed *=2; 674 sacrifice_needed *= 2;
703 675
704 sacrifice_count = check_sacrifice(op,improver); 676 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 677 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 678 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 680 return 0;
709 } 681 }
682
710 eat_item(op,improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 684 weapon->item_power++;
712 685
713 switch (improver->stats.sp) { 686 switch (improver->stats.sp)
714 case IMPROVE_STR: 687 {
715 return improve_weapon_stat(op,improver,weapon, 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 695 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
744 } 697 }
698
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 700 return 0;
747} 701}
748 702
749/** 703/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
753 */ 707 */
708static int
754int check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
755{ 710{
756 object *otmp; 711 object *otmp;
757 712
758 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!");
759 return 0; 719 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 720 }
721
764 otmp=find_marked_object(op); 722 otmp = find_marked_object (op);
723
765 if(!otmp) { 724 if (!otmp)
766 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.>");
767 return 0; 727 return 0;
768 } 728 }
729
769 if (otmp->type != WEAPON && otmp->type != BOW) { 730 if (otmp->type != WEAPON && otmp->type != BOW)
770 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!");
771 return 0; 733 return 0;
772 } 734 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
774 improve_weapon(op,tmp,otmp); 738 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 739 esrv_send_item (op, otmp);
776 return 1; 740 return 1;
777} 741}
778 742
779/** 743/**
780 * This code deals with the armour improvment scrolls. 744 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 745 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 761 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 763 * changing of physical area right now.
800 */ 764 */
765static int
801int improve_armour(object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
802{ 767{
803 object *tmp; 768 object *tmp;
804 769
805 if (armour->magic >= settings.armor_max_enchant) { 770 if (armour->magic >= settings.armor_max_enchant)
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 771 {
772 op->failmsg ("This armour can not be enchanted any further!");
807 return 0; 773 return 0;
808 } 774 }
775
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 779 * of gnarg and what not?)
813 */ 780 */
814 if (armour->title) { 781 if (armour->title)
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 782 {
783 op->failmsg ("This armour will not accept further enchantment.");
816 return 0; 784 return 0;
817 } 785 }
818 786
819 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
821 */ 789 */
822 if(armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826 791
827 armour->magic++; 792 armour->magic++;
828 793
829 if ( !settings.armor_speed_linear ) 794 if (!settings.armor_speed_linear)
830 { 795 {
831 int base = 100; 796 int base = 100;
832 int pow = 0; 797 int pow = 0;
798
833 while ( pow < armour->magic ) 799 while (pow < armour->magic)
834 { 800 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 802 pow++;
837 } 803 }
838 804
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 806 }
841 else 807 else
842 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;
843 809
844 if ( !settings.armor_weight_linear ) 810 if (!settings.armor_weight_linear)
845 { 811 {
846 int base = 100; 812 int base = 100;
847 int pow = 0; 813 int pow = 0;
814
848 while ( pow < armour->magic ) 815 while (pow < armour->magic)
849 { 816 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 818 pow++;
852 } 819 }
853 820
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
855 } 822 }
856 else 823 else
857 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;
858 825
859 if ( armour->weight <= 0 ) 826 if (armour->weight <= 0)
860 { 827 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 829 armour->weight = 1;
863 } 830 }
864 831
865 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);
866 833
867 if (op->type == PLAYER) { 834 if (op->type == PLAYER)
835 {
868 esrv_send_item(op, armour); 836 esrv_send_item (op, armour);
837
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 839 op->update_stats ();
871 } 840 }
872 decrease_ob(improver); 841
842 improver->decrease ();
843
873 if (tmp) { 844 if (tmp)
874 insert_ob_in_ob(tmp, op); 845 op->insert (tmp);
875 esrv_send_item(op, tmp); 846
876 }
877 return 1; 847 return 1;
878} 848}
879
880 849
881/* 850/*
882 * 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
883 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
884 */ 853 *
885#define CONV_FROM(xyz) xyz->slaying
886#define CONV_TO(xyz) xyz->other_arch
887#define CONV_NR(xyz) xyz->stats.sp
888#define CONV_NEED(xyz) xyz->stats.food
889
890/* Takes one items and makes another. 854 * Takes one type of items and makes another.
891 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
894 */ 858 */
859int
895int convert_item(object *item, object *converter) { 860convert_item (object *item, object *converter)
896 int nr=0; 861{
897 object *tmp; 862 sint64 nr = 0, price_in;
898 uint32 price_in;
899 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
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
900 /* 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,
901 * 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
902 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
903 */ 875 */
904 if (!strcmp(CONV_FROM(converter),"money")) { 876 if (conv_from == shstr_money)
905 int cost; 877 {
906
907 if(item->type!=MONEY) 878 if (item->type != MONEY)
908 return 0; 879 return 0;
909 880
910 nr=(item->nrof*item->value)/CONV_NEED(converter); 881 nr = sint64 (item->nrof) * item->value / need;
882 if (!nr)
911 if (!nr) return 0; 883 return 0;
912 cost=nr*CONV_NEED(converter)/item->value;
913 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++;
915 decrease_ob_nr(item, cost);
916 884
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
917 price_in = cost*item->value; 891 price_in = cost * item->value;
892 }
893 else
918 } 894 {
919 else { 895 if (item->type == PLAYER
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 896 || conv_from != item->arch->archname
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 897 || (need && need > (uint16) item->nrof))
922 return 0; 898 return 0;
923 899
924 if(CONV_NEED(converter)) { 900 converter->play_sound (sound_find ("convert_item"));
925 nr=item->nrof/CONV_NEED(converter); 901
926 decrease_ob_nr(item,nr*CONV_NEED(converter)); 902 if (need)
903 {
904 nr = sint64 (item->nrof) / need;
905 item->decrease (nr * need);
927 price_in = nr*CONV_NEED(converter)*item->value; 906 price_in = nr * need * item->value;
907 }
928 } else { 908 else
909 {
929 price_in = item->value; 910 price_in = item->value;
930 remove_ob(item); 911 item->destroy ();
931 free_object(item);
932 } 912 }
913 }
914
915 if (converter->inv)
933 } 916 {
934
935 if (converter->inv != NULL) {
936 object *ob; 917 object *ob;
937 int i; 918 int i;
938 object *ob_to_copy; 919 object *ob_to_copy;
939 920
940 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
942 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++)
943 if (rndm(0, i) == 0) { 924 if (rndm (0, i) == 0)
944 ob_to_copy = ob; 925 ob_to_copy = ob;
945 } 926
946 } 927 item = ob_to_copy->deep_clone ();
947 item = object_create_clone(ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
950 } else { 930 }
951 if (converter->other_arch == NULL) { 931 else
932 {
933 if (!conv_to)
934 {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 937 return -1;
955 } 938 }
956 939
957 item = object_create_arch(converter->other_arch); 940 item = object_create_arch (conv_to);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 942 }
960 943
961 if(CONV_NR(converter)) 944 if (give)
962 item->nrof=CONV_NR(converter); 945 item->nrof = give;
946
963 if(nr) 947 if (nr)
964 item->nrof*=nr; 948 item->nrof *= nr;
965 if(is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
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 ());
966 SET_FLAG(item,FLAG_UNPAID); 959 SET_FLAG (item, FLAG_UNPAID);
960 }
967 else if(price_in < item->nrof*item->value) { 961 else if (price_in < sint64 (item->nrof) * item->value)
962 {
968 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",
969 &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);
970 item->nrof*item->value, &item->name);
971 /** 965 /**
972 * 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
973 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
974 */ 968 */
975 } 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
976 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);
977 return 1; 977 return 1;
978} 978}
979 979
980/** 980/**
981 * Handle apply on containers. 981 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
985 */ 985 */
986 986static int
987int apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
988{ 988{
989 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 990 return 0; /* This might change */
994 991
995 if (sack==NULL || sack->type != CONTAINER) { 992 if (!sack || sack->type != CONTAINER)
993 {
996 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 995 return 0;
998 } 996 }
999 op->contr->last_used = NULL; 997
1000 op->contr->last_used_id = 0; 998 op->contr->last_used = 0;
1001 999
1002 if (sack->env!=op) { 1000 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1001 {
1045 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1003 return 1;
1094} 1004 }
1095 1005
1096/** 1006 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1007 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 return 0;
1119 } 1008 {
1120 1009 if (op->container_ () == sack)
1121 /* If we have a currently open container, then it needs to be closed in all cases
1122 * if we are opening this one up. We then fall through if appropriate for
1123 * openening the new container.
1124 */
1125
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container->env != op) { /* if container is on the ground */
1128 op->container->move_off = 0;
1129 } 1010 {
1130 1011 // open on ground or inv, so close
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1012 op->close_container ();
1132 return 1; 1013 return 1;
1133
1134 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1135 query_name(op->container));
1136 CLEAR_FLAG(op->container, FLAG_APPLIED);
1137 op->container=NULL;
1138 esrv_update_item (UPD_FLAGS, op, tmp);
1139 if (tmp == sack) return 1;
1140 }
1141
1142
1143 /* If the player is trying to open it (which he must be doing if we got here),
1144 * and it is locked, check to see if player has the equipment to open it.
1145 */
1146
1147 if (sack->slaying) { /* it's locked */
1148 tmp=find_key(op, op, sack);
1149 if (tmp) {
1150 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1151 } else {
1152 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1153 query_name(sack));
1154 return 0;
1155 } 1014 }
1156 }
1157
1158 /* By the time we get here, we have made sure any other container has been closed and
1159 * if this is a locked container, the player they key to open it.
1160 */
1161
1162 /* There are really two cases - the sack is either on the ground, or the sack is
1163 * part of the players inventory. If on the ground, we assume that the player is
1164 * opening it, since if it was being closed, that would have been taken care of above.
1165 */
1166
1167
1168 if (sack->env != op) {
1169 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170 * else. This normally should not happen, but a misbehaving client/player could
1171 * try to do it, so lets handle it gracefully.
1172 */
1173 if (sack->env) { 1015 else if (!sack->env)
1174 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1016 {
1175 query_name(sack)); 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)));
1176 return 0; 1019 return 1;
1177 } 1020 }
1178 /* set these so when the player walks off, we can unapply the sack */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */
1180 1021
1181 CLEAR_FLAG (sack, FLAG_APPLIED); 1022 // fall through to opening it (active in inv)
1182 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1023 }
1183 SET_FLAG (sack, FLAG_APPLIED); 1024 else if (sack->env)
1184 op->container = sack; 1025 {
1026 // it is in our env, so activate it, do not open yet
1027 op->close_container ();
1028 sack->flag [FLAG_APPLIED] = 1;
1185 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1187
1188 } else { /* sack is in players inventory */
1189 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack);
1196 }
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack);
1202 }
1203 }
1204 return 1; 1031 return 1;
1205} 1032 }
1206 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}
1207 1050
1208/** 1051/**
1209 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1211 */ 1054 */
1055static int
1212static int apply_altar (object *altar, object *sacrifice, object *originator) 1056apply_altar (object *altar, object *sacrifice, object *originator)
1213{ 1057{
1214 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1216 return 0; 1060 return 0;
1217 1061
1218 if (operate_altar (altar, &sacrifice)) { 1062 if (operate_altar (altar, &sacrifice, originator))
1063 {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * 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
1221 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1222 */ 1067 */
1223 if (altar->inv && altar->inv->type==SPELL) { 1068 if (altar->inv && altar->inv->type == SPELL)
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1069 {
1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1225 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1227 * old maps. 1073 * old maps.
1228 */ 1074 */
1075
1229/* push_button (altar);*/ 1076/* push_button (altar);*/
1077 }
1230 } else { 1078 else
1079 {
1231 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1232 push_button (altar); 1081 push_button (altar, originator);
1233 } 1082 }
1083
1234 return sacrifice == NULL; 1084 return !sacrifice;
1235 } else { 1085 }
1086 else
1236 return 0; 1087 return 0;
1237 }
1238} 1088}
1239
1240 1089
1241/** 1090/**
1242 * Handles 'movement' of shop mats. 1091 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not. 1092 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus 1093 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date. 1094 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29 1095 * MSW 2001-08-29
1247 */ 1096 */
1097int
1248int apply_shop_mat (object * shop_mat, object * op) 1098apply_shop_mat (object *shop_mat, object *op)
1249{ 1099{
1250 int rv = 0; 1100 int rv = 0;
1251 double opinion; 1101 double opinion;
1252 object *tmp, *next; 1102 object *tmp, *next;
1253 1103
1254 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1255 1105
1256 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 ())
1257 { 1118 {
1258 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1259 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1260 * the shop. 1121 * the shop.
1261 */ 1122 */
1262 for (tmp = op->inv; tmp; tmp = next) 1123 for (tmp = op->inv; tmp; tmp = next)
1263 { 1124 {
1264 next = tmp->below; 1125 next = tmp->below;
1126
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 { 1128 {
1267 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);
1268 1130
1269 remove_ob (tmp);
1270 if (i == -1) 1131 if (i >= 0)
1271 i = 0; 1132 tmp->move (i);
1272 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0);
1276 } 1133 }
1277 } 1134 }
1278 1135
1279 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1280 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1283 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1284 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1285 */ 1142 */
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 { 1144 {
1288
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1147
1291 if (i != -1) 1148 if (i != -1)
1292 {
1293 rv =
1294 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1295 0, shop_mat); 1150
1296 }
1297 return 0; 1151 return 0;
1298 } 1152 }
1153
1299 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1301 */ 1156 */
1302 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1303 } 1158 }
1304 /* immediate block below is only used for players */ 1159 else if (can_pay (op) && get_payment (op))
1305 else if (can_pay (op))
1306 { 1160 {
1307 get_payment (op, op->inv); 1161 /* this is only used for players */
1308 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1309 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
1310 if (shop_mat->msg) 1171 if (shop_mat->msg)
1311 { 1172 op->statusmsg (shop_mat->msg);
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1175 * actually the shop floor.
1317 */ 1176 */
1318 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1319 { 1178 {
1320 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1321 if (opinion > 0.9) 1180
1322 new_draw_info (NDI_UNIQUE, 0, op, 1181 op->statusmsg (
1323 "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1324 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1325 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1326 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else
1329 new_draw_info (NDI_UNIQUE, 0, op,
1330 "The shopkeeper glares at you with contempt."); 1185 : "The shopkeeper glares at you with contempt."
1186 );
1331 } 1187 }
1332 } 1188 }
1333 else 1189 else
1334 { 1190 {
1335 /* if we get here, a player tried to leave a shop but was not able 1191 /* if we get here, a player tried to leave a shop but was not able
1336 * to afford the items he has. We try to move the player so that 1192 * to afford the items he has. We try to move the player so that
1337 * they are not on the mat anymore 1193 * they are not on the mat anymore
1338 */ 1194 */
1339
1340 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
1341 if (i == -1) 1197 if (i == -1)
1342 {
1343 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1344 }
1345 else 1199 else
1346 { 1200 {
1347 remove_ob (op); 1201 op->remove ();
1348 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1349 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1350 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;
1351 } 1205 }
1352 } 1206 }
1207
1353 CLEAR_FLAG (op, FLAG_NO_APPLY); 1208 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv; 1209 return rv;
1355} 1210}
1356 1211
1357/** 1212/**
1358 * Handles applying a sign. 1213 * Handles applying a sign.
1359 */ 1214 */
1215static void
1360static void apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1361{ 1217{
1362 readable_message_type* msgType; 1218 if (!op->is_player())
1363 char newbuf[HUGE_BUF]; 1219 return;
1364 if (sign->msg == NULL) { 1220
1365 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1221 if (sign->has_dialogue ())
1222 {
1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1366 return; 1224 return;
1225 }
1226
1227 if (!sign->msg)
1367 } 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 }
1368 1235
1369 if (sign->stats.food) { 1236 if (sign->stats.food)
1237 {
1370 if (sign->last_eat >= sign->stats.food) { 1238 if (sign->last_eat >= sign->stats.food)
1239 {
1371 if (!sign->move_on) 1240 if (!sign->move_on)
1372 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1373 return; 1243 return;
1374 } 1244 }
1375 1245
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1377 sign->last_eat++; 1247 sign->last_eat++;
1378 } 1248 }
1379 1249
1380 /* 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?
1381 * 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
1382 * 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
1383 * to us). 1253 * to us).
1384 */ 1254 */
1385 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)
1386 new_draw_info (NDI_UNIQUE, 0, op, 1256 {
1387 "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1388 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));
1389 } 1270 }
1390 msgType=get_readable_message_type(sign); 1271}
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1272
1392 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 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);
1393} 1303}
1394 1304
1395/** 1305/**
1396 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1399 * 1309 *
1400 * originator: Player, monster or other object that caused 'victim' to move 1310 * originator: Player, monster or other object that caused 'victim' to move
1401 * 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.
1402 * However, some types of traps require an originator to function. 1312 * However, some types of traps require an originator to function.
1403 */ 1313 */
1314void
1404void move_apply (object *trap, object *victim, object *originator) 1315move_apply (object *trap, object *victim, object *originator)
1405{ 1316{
1406 static int recursion_depth = 0; 1317 static int recursion_depth = 0;
1407 1318
1408 /* Only exits affect DMs. */ 1319 /* Only exits affect DMs. */
1409 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)
1410 return; 1321 return;
1411 1322
1412 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1414 */ 1325 */
1415 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1416 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1420 */ 1331 */
1421 if (recursion_depth >= 500) { 1332 if (recursion_depth >= 500)
1333 {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[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);
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return; 1336 return;
1426 } 1337 }
1338
1427 recursion_depth++; 1339 recursion_depth++;
1428 if (trap->head) trap=trap->head; 1340 if (trap->head)
1341 trap = trap->head;
1429 1342
1430 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1431 goto leave;
1432
1433 switch (trap->type) { 1344 switch (trap->type)
1345 {
1434 case PLAYERMOVER: 1346 case PLAYERMOVER:
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1436 !should_director_abort(trap, victim)) { 1348 {
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1438 1351
1439 /* 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
1440 * should be divided by trap->speed 1353 * should be divided by trap->speed
1441 */ 1354 */
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1443 1356
1444 /* 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
1445 * above with some objects have zero speed, and thus the player 1358 * above with some objects have zero speed, and thus the player
1446 * getting permanently paralyzed. 1359 * getting permanently paralyzed.
1447 */ 1360 */
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1449 /* 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); */
1450 } 1364 }
1451 goto leave; 1365 break;
1452 1366
1453 case SPINNER: 1367 case SPINNER:
1454 if(victim->direction) { 1368 if (victim->direction)
1369 {
1455 victim->direction=absdir(victim->direction-trap->stats.sp); 1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1456 update_turn_face(victim); 1371 update_turn_face (victim);
1457 } 1372 }
1458 goto leave; 1373 break;
1459 1374
1460 case DIRECTOR: 1375 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) { 1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1462 victim->direction=trap->stats.sp; 1378 victim->direction = trap->stats.sp;
1463 update_turn_face(victim); 1379 update_turn_face (victim);
1464 } 1380 }
1465 goto leave; 1381 break;
1466 1382
1467 case BUTTON: 1383 case BUTTON:
1468 case PEDESTAL: 1384 case PEDESTAL:
1385 case T_MATCH:
1469 update_button(trap); 1386 update_button (trap, originator);
1470 goto leave; 1387 break;
1471 1388
1472 case ALTAR: 1389 case ALTAR:
1473 /* sacrifice victim on trap */ 1390 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator); 1391 apply_altar (trap, victim, originator);
1475 goto leave; 1392 break;
1476 1393
1477 case THROWN_OBJ: 1394 case THROWN_OBJ:
1478 if (trap->inv == NULL) 1395 if (trap->inv == NULL)
1479 goto leave; 1396 break;
1480 /* fallthrough */ 1397 /* fallthrough */
1481 1398
1482 case ARROW: 1399 case ARROW:
1483
1484 /* 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 ,
1485 * 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.
1486 * 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
1487 * 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
1488 * action, we avoid hits here 1404 * action, we avoid hits here
1489 */ 1405 */
1490 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)
1491 hit_with_arrow (trap, victim); 1408 hit_with_arrow (trap, victim);
1492 goto leave; 1409 break;
1493 1410
1494 case SPELL_EFFECT: 1411 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim); 1412 apply_spell_effect (trap, victim);
1496 goto leave; 1413 break;
1497 1414
1498 case TRAPDOOR: 1415 case TRAPDOOR:
1499 { 1416 {
1500 int max, sound_was_played; 1417 int max, sound_was_played;
1501 object *ab, *ab_next; 1418 object *ab, *ab_next;
1419
1502 if(!trap->value) { 1420 if (!trap->value)
1421 {
1503 int tot; 1422 int tot;
1423
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1426 tot += ab->head_ ()->total_weight ();
1507 1427
1508 if(!(trap->value=(tot>trap->weight)?1:0)) 1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1509 goto leave; 1429 break;
1510 1430
1511 SET_ANIMATION(trap, trap->value); 1431 SET_ANIMATION (trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE); 1432 update_object (trap, UP_OBJ_FACE);
1513 } 1433 }
1514 1434
1515 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 {
1516 /* 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,
1517 * ab->above would be bogus 1438 * ab->above would be bogus
1518 */ 1439 */
1519 ab_next = ab->above; 1440 ab_next = ab->above;
1520 1441
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1443 {
1522 if ( ! sound_was_played) { 1444 if (!sound_was_played)
1523 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1524 sound_was_played = 1; 1447 sound_was_played = 1;
1525 } 1448 }
1526 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1527 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1528 } 1452 }
1453 }
1454 break;
1455 }
1456
1457 case CONVERTER:
1458 if (convert_item (victim, trap) < 0)
1459 {
1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1529 } 1462 }
1530 goto leave;
1531 }
1532 1463
1533 1464 break;
1534 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) {
1536 object *op;
1537
1538 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1539
1540 op = get_archetype("burnout");
1541 if (op != NULL) {
1542 op->x = trap->x;
1543 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0);
1545 }
1546 }
1547 goto leave;
1548 1465
1549 case TRIGGER_BUTTON: 1466 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL: 1467 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR: 1468 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim); 1469 check_trigger (trap, victim, originator);
1553 goto leave; 1470 break;
1554 1471
1555 case DEEP_SWAMP: 1472 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim); 1473 walk_on_deep_swamp (trap, victim);
1557 goto leave; 1474 break;
1558 1475
1559 case CHECK_INV: 1476 case CHECK_INV:
1560 check_inv (victim, trap); 1477 check_inv (victim, trap);
1561 goto leave; 1478 break;
1562 1479
1563 case HOLE: 1480 case HOLE:
1564 /* Hole not open? */ 1481 move_apply_hole (trap, victim);
1565 if(trap->stats.wc > 0) 1482 break;
1566 goto leave;
1567
1568 /* Is this a multipart monster and not the head? If so, return.
1569 * Processing will happen if the head runs into the pit
1570 */
1571 if (victim->head)
1572 goto leave;
1573
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578 1483
1579 case EXIT: 1484 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1486 {
1581 /* Basically, don't show exits leading to random maps the 1487 /* Basically, don't show exits leading to random maps the
1582 * players output. 1488 * players output.
1583 */ 1489 */
1584 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)
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1491 victim->statusmsg (trap->msg, NDI_NAVY);
1492
1493 trap->play_sound (trap->sound);
1586 enter_exit (victim, trap); 1494 victim->enter_exit (trap);
1587 } 1495 }
1588 goto leave; 1496 break;
1589 1497
1590 case ENCOUNTER: 1498 case ENCOUNTER:
1591 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1592 goto leave; 1500 break;
1593 1501
1594 case SHOP_MAT: 1502 case SHOP_MAT:
1595 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1596 goto leave; 1504 break;
1597 1505
1598 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1601 goto leave; 1509 break;
1602 1510
1603 case SIGN: 1511 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1606 1514
1607 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1608 goto leave; 1516 break;
1609 1517
1610 case CONTAINER: 1518 case CONTAINER:
1611 if (victim->type==PLAYER)
1612 (void) esrv_apply_container (victim, trap);
1613 else
1614 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1615 goto leave; 1520 break;
1616 1521
1617 case RUNE: 1522 case RUNE:
1618 case TRAP: 1523 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1620 spring_trap(trap, victim); 1525 spring_trap (trap, victim);
1621 } 1526 break;
1622 goto leave;
1623 1527
1624 default: 1528 default:
1625 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 "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1627 trap->type); 1531 break;
1628 goto leave;
1629 } 1532 }
1630 1533
1631 leave:
1632 recursion_depth--; 1534 recursion_depth--;
1633} 1535}
1634 1536
1635/** 1537/**
1636 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1637 */ 1539 */
1540static void
1638static void apply_book (object *op, object *tmp) 1541apply_book (object *op, object *tmp)
1639{ 1542{
1640 int lev_diff; 1543 int lev_diff;
1641 object *skill_ob; 1544 object *skill_ob;
1642 1545
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1644 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!");
1645 return; 1549 return;
1646 } 1550 }
1647 if(tmp->msg==NULL) { 1551
1648 new_draw_info_format(NDI_UNIQUE, 0, op, 1552 if (!tmp->msg)
1649 "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));
1650 return; 1555 return;
1651 } 1556 }
1652 1557
1653 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1655 if ( ! skill_ob) { 1560 if (!skill_ob)
1656 new_draw_info(NDI_UNIQUE, 0,op, 1561 {
1657 "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1658 return; 1563 return;
1659 } 1564 }
1565
1660 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1662 if (lev_diff < 2) 1568 {
1663 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1664 else if (lev_diff < 3) 1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1665 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1666 else if (lev_diff < 5) 1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1667 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1668 else if (lev_diff < 8) 1574 : "This book is totally beyond your comprehension.");
1669 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1670 else if (lev_diff < 15)
1671 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1672 else
1673 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1674 return; 1575 return;
1675 } 1576 }
1676 1577
1578 // we currently don't use the message types for anything.
1677 readable_message_type* msgType = get_readable_message_type(tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype,
1680 "You open the %s and start reading.\n%s",
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg);
1683 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
1684 /* gain xp from reading */ 1587 /* gain xp from reading */
1685 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 */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1688 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1690 /* If in a container, update how it looks */ 1596
1597 if (object *pl = tmp->visible_to ())
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1692 else op->contr->socket.update_look=1;
1693 } 1599 }
1600
1694 change_exp(op,exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1695 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 }
1696 } 1656 }
1697} 1657}
1698 1658
1699/** 1659/**
1700 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * 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
1702 */ 1662 */
1663static void
1703static void apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1704{ 1665{
1705 switch ((int) learn_skill (op, tmp)) { 1666 switch (learn_skill (op, tmp))
1667 {
1706 case 0: 1668 case 0:
1707 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1708 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1709 return; 1671 break;
1710 1672
1711 case 1: 1673 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1674 tmp->decrease ();
1713 decrease_ob(tmp); 1675 op->play_sound (sound_find ("skill_learn"));
1714 return; 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1715 1678
1716 default: 1679 default:
1717 new_draw_info_format(NDI_UNIQUE,0,op, 1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1718 "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)));
1719 decrease_ob(tmp); 1683 break;
1720 return;
1721 } 1684 }
1722} 1685}
1723 1686
1724/** 1687/**
1725 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1726 * Informs player of what happens. 1689 * Informs player of what happens.
1727 */ 1690 */
1691void
1728void do_learn_spell (object *op, object *spell, int special_prayer) 1692do_learn_spell (object *op, object *spell, int special_prayer)
1729{ 1693{
1730 object *tmp; 1694 object *tmp;
1731 1695
1732 if (op->type != PLAYER) { 1696 if (op->type != PLAYER)
1697 {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return; 1699 return;
1735 } 1700 }
1736 1701
1737 /* Upgrade special prayers to normal prayers */ 1702 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1740 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");
1741 return; 1708 return;
1742 } 1709 }
1743 return; 1710 return;
1744 } 1711 }
1745 1712
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1747 tmp = get_object(); 1714
1748 copy_object(spell, tmp); 1715 tmp = spell->clone ();
1749 insert_ob_in_ob(tmp, op); 1716 insert_ob_in_ob (tmp, op);
1750 1717
1751 if (special_prayer) { 1718 if (special_prayer)
1752 SET_FLAG(tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1753 }
1754 1720
1755 esrv_add_spells(op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1756} 1722}
1757 1723
1758/** 1724/**
1759 * Erases spell from player's inventory. 1725 * Erases spell from player's inventory.
1760 */ 1726 */
1727void
1761void do_forget_spell (object *op, const char *spell) 1728do_forget_spell (object *op, const char *spell)
1762{ 1729{
1763 object *spob; 1730 object *spob;
1764 1731
1765 if (op->type != PLAYER) { 1732 if (op->type != PLAYER)
1733 {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return; 1735 return;
1768 } 1736 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) { 1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return; 1740 return;
1772 }
1773 1741 }
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1742
1775 "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1776 player_unready_range_ob(op->contr, spob);
1777 esrv_remove_spell(op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1778 remove_ob(spob); 1745 spob->destroy ();
1779 free_object(spob);
1780} 1746}
1781 1747
1782/** 1748/**
1783 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1784 * 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,
1785 * stuff like that. Random learning failure too. 1751 * stuff like that. Random learning failure too.
1786 */ 1752 */
1753static void
1787static void apply_spellbook (object *op, object *tmp) 1754apply_spellbook (object *op, object *tmp)
1788{ 1755{
1789 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1790 1757
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1792 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1759 {
1760 op->failmsg ("You are unable to read while blind.");
1793 return; 1761 return;
1794 } 1762 }
1795 1763
1796 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks 1766 * legacy spellbooks
1799 */ 1767 */
1800 1768 if (tmp->slaying)
1801 if(tmp->slaying != NULL) { 1769 {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1803 if (!spell) { 1772 if (!spell)
1804 new_draw_info_format(NDI_UNIQUE, 0, op, 1773 {
1805 "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1806 return; 1775 return;
1807 } 1776 }
1808 else 1777 else
1809 insert_ob_in_ob(spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1810 tmp->slaying=NULL; 1780 tmp->slaying = 0;
1811 } 1781 }
1812 1782
1813 skop = find_skill_by_name(op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1814 1784
1815 /* 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
1816 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) { 1787 if (!skop)
1818 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1819 return; 1790 return;
1820 } 1791 }
1821 1792
1822 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1823 if (!spell) { 1795 if (!spell)
1796 {
1824 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);
1825 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!");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return; 1799 return;
1831 } 1800 }
1832 1801
1833 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1834 "The spellbook contains the %s level spell %s.", 1803 if (skop->level < learn_level)
1835 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 }
1836 1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1838 identify(tmp); 1813 identify (tmp);
1839 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1841 else
1842 op->contr->socket.update_look=1;
1843 }
1844 1814
1845 /* 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
1846 * 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
1847 * 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
1848 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1849 */ 1819 */
1850 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
1851 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1852 return; 1823 return;
1853 } 1824 }
1854 1825
1855 if (spell->skill) { 1826 if (spell->skill)
1827 {
1856 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1857 if (!spell_skill) { 1830 if (!spell_skill)
1858 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
1859 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1860 &spell->skill);
1861 return; 1833 return;
1862 } 1834 }
1835
1863 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
1864 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
1865 "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));
1866 spell->level, &spell->skill);
1867 return; 1839 return;
1868 } 1840 }
1869 } 1841 }
1870 1842
1871 /* Logic as follows 1843 /* Logic as follows
1872 * 1844 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 * 1846 *
1875 * 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
1876 * a spell. 1848 * a spell.
1877 * 1849 *
1878 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
1879 * 1851 *
1880 * 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
1881 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1882 */ 1854 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1884 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1885 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 }
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1887 (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])
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
1889 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1890 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1891 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1892 1865
1893 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 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);
1896 } else { 1869 }
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
1898 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1899 } 1871 {
1900 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 ();
1901} 1877}
1902 1878
1903/** 1879/**
1904 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1905 */ 1881 */
1882void
1906void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
1907{ 1884{
1908 object *skop; 1885 object *skop;
1909 1886
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1911 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1912 return; 1890 return;
1913 } 1891 }
1914 1892
1915 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1916 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
1917 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1918 return; 1896 return;
1919 } 1897 }
1920 1898
1921 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
1922 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0; 1902 int exp_gain = 0;
1924 1903
1925 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
1927 */ 1906 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1929 1908
1930 if ( ! skop) { 1909 if (!skop)
1931 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
1932 "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]));
1933 return; 1912 return;
1934 } 1913 }
1935 1914
1936 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1938 } 1917 }
1939 1918
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1941 identify(tmp); 1920 identify (tmp);
1942 1921
1943 new_draw_info_format(NDI_BLACK, 0, op, 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 1923
1946
1947 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1948 decrease_ob(tmp); 1925 tmp->decrease ();
1949} 1926}
1950 1927
1951/** 1928/**
1952 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1954 * chest. 1931 * chest.
1955 */ 1932 */
1933static void
1956static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1957{ 1935{
1958 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960
1961
1962 /* 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
1963 * 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
1964 * 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
1965 * 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
1966 * treasure 1940 * treasure
1967 */ 1941 */
1968
1969 treas = tmp->inv; 1942 object *treas = tmp->inv;
1970 if(treas==NULL) { 1943
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1944 if (!treas)
1972 decrease_ob(tmp); 1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1973 return; 1948 return;
1974 } 1949 }
1950
1975 while (tmp->inv) { 1951 while (tmp->inv)
1952 {
1976 treas = tmp->inv; 1953 treas = tmp->inv;
1954 treas->remove ();
1977 1955
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x; 1956 treas->x = op->x;
1983 treas->y=op->y; 1957 treas->y = op->y;
1984 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);
1985 1959
1986 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))
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
1989 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1993 */ 1967 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1968 if (op->destroyed () || tmp->destroyed ())
1995 break; 1969 break;
1996 }
1997
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999 decrease_ob (tmp);
2000
2001}
2002
2003/**
2004 * op eats food.
2005 * If player, takes care of messages and dragon special food.
2006 */
2007static void apply_food (object *op, object *tmp)
2008{
2009 int capacity_remaining;
2010
2011 if(op->type!=PLAYER)
2012 op->stats.hp=op->stats.maxhp;
2013 else {
2014 /* check if this is a dragon (player), eating some flesh */
2015 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2016 ;
2017 else {
2018 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) {
2020 if(tmp->type==FOOD || tmp->type==FLESH)
2021 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2022 else
2023 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2024 }
2025
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2027 char buf[MAX_BUF];
2028
2029 if (!is_dragon_pl(op)) {
2030 /* eating message for normal players*/
2031 if(tmp->type==DRINK)
2032 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2033 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name,
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2040 }
2041
2042 new_draw_info(NDI_UNIQUE, 0,op,buf);
2043 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50;
2047 else
2048 op->stats.hp+=tmp->stats.food/50;
2049 if(op->stats.hp>op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp;
2051 if (op->stats.food > 999)
2052 op->stats.food = 999;
2053 }
2054
2055 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2057 eat_special_food(op,tmp);
2058 } 1970 }
2059 } 1971
2060 handle_apply_yield(tmp); 1972 if (!tmp->destroyed () && !tmp->inv)
2061 decrease_ob(tmp); 1973 tmp->decrease (true);
2062} 1974}
2063 1975
2064/** 1976/**
2065 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * 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.
2069 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return: 1983 * return:
2072 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2073 */ 1985 */
1986static int
2074int dragon_eat_flesh(object *op, object *meal) { 1987dragon_eat_flesh (object *op, object *meal)
1988{
2075 object *skin = NULL; /* pointer to dragon skin force*/ 1989 object *skin = NULL; /* pointer to dragon skin force */
2076 object *abil = NULL; /* pointer to dragon ability force*/ 1990 object *abil = NULL; /* pointer to dragon ability force */
2077 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2078 1992
2079 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2086 int i; /* index */ 1999 int i; /* index */
2087 2000
2088 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2090 return 0; 2003 return 0;
2091 2004
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 from the player's inventory */ 2006 from the player's inventory */
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2095 if (tmp->type == FORCE) { 2008 if (tmp->type == FORCE)
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2097 skin = tmp; 2010 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2099 abil = tmp; 2012 abil = tmp;
2100 } 2013
2101 }
2102
2103 /* 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
2104 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0; 2016 if (skin == NULL || abil == NULL)
2106 2017 return 0;
2018
2107 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2110 else 2022 else
2111 op->stats.hp += meal->stats.food/50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2112 if(op->stats.hp>op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2113 op->stats.hp=op->stats.maxhp;
2114
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2116 2027
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2118 2029
2119 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) { 2031 for (i = 0; i < NROFATTACKS; i++)
2032 {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2033 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2034 {
2122 /* got positive resistance, now calculate improvement chance (0-100) */ 2035 /* got positive resistance, now calculate improvement chance (0-100) */
2123 2036
2124 /* this bonus makes resistance increase easier at lower levels */ 2037 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2038 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2126 if (i == abil->stats.exp) 2039 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */ 2040 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 2041
2129 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2130 flesh is too rare */ 2043 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2132 2045
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2134 ((double)settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2135 2048
2136 if (chance >= 0.) 2049 if (chance >= 0.)
2137 chance += 1.; 2050 chance += 1.;
2138 else 2051 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2140 2053
2141 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2143 2056
2144 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.); 2059 chance = min (100., chance * 2.);
2147 2060
2148 /* 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!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) { 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2063 {
2150 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2151 winners++; 2065 winners++;
2152 } 2066 }
2153 2067
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2068 if (chance >= 0.01)
2155 2069 totalchance *= 1 - chance / 100;
2070
2156 /*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); */
2157 } 2072 }
2158 } 2073 }
2159 2074
2160 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100; 2076 totalchance = 100 - totalchance * 100;
2077
2162 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2163 if (totalchance > 50.) 2080 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf(buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2092 else
2176 sprintf(buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf); 2094
2178 2095 op->statusmsg (buf);
2096
2179 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2180 i = -1; 2098 i = -1;
2181 if (winners>0) 2099 if (winners > 0)
2182 i = atnr_winner[RANDOM()%winners]; 2100 i = atnr_winner [rndm (winners)];
2183 2101
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2103 {
2185 /* resistance increased! */ 2104 /* resistance increased! */
2186 skin->resist[i]++; 2105 skin->resist[i]++;
2187 fix_player(op); 2106 op->update_stats ();
2107
2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2188 2109 }
2189 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2191 }
2192
2193 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2194 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 */
2195 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)
2196 && meal->last_eat != abil->last_eat) { 2114 {
2197 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> */
2198 2116
2199 if (meal->last_eat != abil->stats.exp) { 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2200 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.",
2201 change_resist_msg[meal->last_eat]); 2121 change_resist_msg[meal->last_eat],
2202 new_draw_info(NDI_UNIQUE, 0, op, buf); 2122 abil->level + 1
2203 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2123 ));
2204 new_draw_info(NDI_UNIQUE, 0, op, buf);
2205 }
2206 else { 2124 else
2207 sprintf(buf, "Your metabolism will continue to focus on %s.", 2125 {
2208 change_resist_msg[meal->last_eat]); 2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2209 new_draw_info(NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0; 2127 abil->last_eat = 0;
2211 } 2128 }
2212 } 2129 }
2130
2213 return 1; 2131 return 1;
2214} 2132}
2215 2133
2216static 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)
2217{ 2140{
2218#ifndef COZY_SERVER 2141 int capacity_remaining;
2219 if(!pl->contr->name_changed||!pl->stats.exp) { 2142
2220 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2143 if (op->type != PLAYER)
2221 return; 2144 op->stats.hp = op->stats.maxhp;
2222 } 2145 else
2223#endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* Need to call terminate_all_pets() before we remove the player ob */
2226 terminate_all_pets(pl);
2227 remove_ob(pl);
2228 pl->direction=0;
2229 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 "%s leaves the game.", &pl->name);
2231 2146 {
2232 /* update respawn position */ 2147 /* check if this is a dragon (player), eating some flesh */
2233 strcpy(pl->contr->savebed_map, pl->map->path); 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2234 pl->contr->bed_x = pl->x; 2149 ;
2235 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 }
2236 2202 }
2237 strcpy(pl->contr->killer,"left"); 2203
2238 check_score(pl); /* Always check score */ 2204 handle_apply_yield (tmp);
2239 (void)save_player(pl,0); 2205 tmp->decrease ();
2240 pl->map->players--;
2241#if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243#endif
2244 play_again(pl);
2245 pl->speed = 0;
2246 update_ob_speed(pl);
2247} 2206}
2248 2207
2249/** 2208/**
2250 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2252 */ 2211 */
2212static void
2253static void apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2254{ 2214{
2255 object *armor; 2215 object *armor;
2256 2216
2257 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))
2258 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))
2259 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)
2260 } 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
2261 armor=find_marked_object(op); 2539 marked = find_marked_object (pl);
2262 if ( ! armor) { 2540
2263 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)));
2264 return; 2544 return;
2265 } 2545 }
2266 if (armor->type != ARMOUR 2546
2267 && armor->type != CLOAK 2547 if (!marked->slaying)
2268 && armor->type != BOOTS && armor->type != GLOVES
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 { 2548 {
2272 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)));
2273 return; 2550 return;
2274 } 2551 }
2275 2552
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2553 /* check whether they are compatible or not */
2277 improve_armour(op,tmp,armor); 2554 find = strstr (&marked->slaying, transformer->arch->archname);
2278} 2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2279
2280
2281extern void apply_poison (object *op, object *tmp)
2282{
2283 if (op->type == PLAYER) {
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2285 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2286 strcpy(op->contr->killer,"poisonous booze");
2287 }
2288 if (tmp->stats.hp > 0) {
2289 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 }
2293 op->stats.food-=op->stats.food/4;
2294 handle_apply_yield(tmp);
2295 decrease_ob(tmp);
2296}
2297
2298/**
2299 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2300 * A valid 2 way exit means:
2301 * -You can come back (there is another exit at the other side)
2302 * -You are
2303 * ° the owner of the exit
2304 * ° or in the same party as the owner
2305 *
2306 * Note: a owner in a 2 way exit is saved as the owner's name
2307 * in the field exit->name cause the field exit->owner doesn't
2308 * survive in the swapping (in fact the whole exit doesn't survive).
2309 */
2310int is_legal_2ways_exit (object* op, object *exit)
2311 {
2312 object * tmp;
2313 object * exit_owner;
2314 player * pp;
2315 mapstruct * exitmap;
2316 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2317 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2318 /* To know if an exit has a correspondant, we look at
2319 * all the exits in destination and try to find one with same path as
2320 * the current exit's position */
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2324 if (exitmap)
2325 { 2556 {
2326 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)));
2327 if (!tmp) return 0; 2558 return;
2328 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)))
2329 { 2564 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2565 yield = atoi (find);
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2566 if (yield < 1)
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334
2335 /* From here we have found the exit is valid. However we do
2336 * here the check of the exit owner. It is important for the
2337 * town portals to prevent strangers from visiting your appartments
2338 */
2339 if (!exit->race) return 1; /*No owner, free for all!*/
2340 exit_owner=NULL;
2341 for (pp=first_player;pp;pp=pp->next)
2342 { 2567 {
2343 if (!pp->ob) continue; 2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2344 if (pp->ob->name!=exit->race) continue; 2569 yield = 1;
2345 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2346 break;
2347 } 2570 }
2348 if (!exit_owner) return 0; /* No more owner*/
2349 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2350 if ( exit_owner && /*There is a owner*/
2351 (op->contr) && /*A player tries to pass */
2352 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2353 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2354 return 0;
2355 return 1;
2356 }
2357 } 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)));
2358 return 0; 2598 return;
2359 } 2599 }
2360 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}
2361 2614
2362/** 2615/**
2363 * Main apply handler. 2616 * Main apply handler.
2364 * 2617 *
2365 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2367 * Return value: 2620 * Return value:
2368 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2369 * 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
2370 * 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
2371 * 2624 *
2372 * 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
2373 * being applied. 2626 * being applied.
2374 * 2627 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2377 */ 2630 */
2378 2631static int
2379int manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2380{ 2633{
2381 if (tmp->head) tmp=tmp->head; 2634 op = op->head_ ();
2382 2635
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2637 {
2638 if (who->type == PLAYER)
2639 {
2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2642 return 1;
2643 }
2644 else
2645 return 0; /* monsters just skip unpaid items */
2646 }
2647
2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2649 return RESULT_INT (0);
2650
2651 switch (op->type)
2652 {
2653 case T_HANDLE:
2654 who->play_sound (sound_find ("turn_handle"));
2655 who->statusmsg ("You turn the handle.");
2656 op->value = op->value ? 0 : 1;
2657 SET_ANIMATION (op, op->value);
2658 update_object (op, UP_OBJ_FACE);
2659 push_button (op, who);
2660 return 1;
2661
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
2671 return 1;
2672
2673 case EXIT:
2674 if (who->type != PLAYER)
2675 return 0;
2676
2677 if (!EXIT_PATH (op))
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)));
2679 else
2680 {
2681 /* Don't display messages for random maps. */
2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2685 who->enter_exit (op);
2686 }
2687
2688 return 1;
2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2695 case SIGN:
2696 apply_sign (who, op, 0);
2697 return 1;
2698
2699 case BOOK:
2384 if (op->type == PLAYER) { 2700 if (who->type == PLAYER)
2385 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2701 {
2702 apply_book (who, op);
2386 return 1; 2703 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 } 2704 }
2390 } 2705 else
2706 return 0;
2391 2707
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2708 case SKILLSCROLL:
2393 return RESULT_INT (0); 2709 if (who->type == PLAYER)
2394 2710 {
2395 switch (tmp->type) { 2711 apply_skillscroll (who, op);
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1; 2712 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 } 2713 }
2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2719 {
2720 apply_spellbook (who, op);
2413 return 1; 2721 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 } 2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2428 return 1; 2748 return 1;
2749 }
2750 else
2751 return 0;
2429 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:
2430 case SIGN: 2767 case RING:
2431 apply_sign (op, tmp, 0); 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);
2432 return 1; 2802 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 } 2803 }
2441 2804 else
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 }
2447 return 0; 2805 return 0;
2448 2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2449 case SPELLBOOK: 2811 case CLOCK:
2450 if (op->type == PLAYER) { 2812 if (who->type == PLAYER)
2451 apply_spellbook (op, tmp); 2813 {
2452 return 1; 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")
2453 } 2823 ));
2454 return 0;
2455
2456 case SCROLL:
2457 apply_scroll (op, tmp, 0);
2458 return 1; 2824 return 1;
2825 }
2826 else
2827 return 0;
2459 2828
2460 case POTION: 2829 case MENU:
2461 (void) apply_potion(op, tmp); 2830 if (who->type == PLAYER)
2831 {
2832 shop_listing (op, who);
2462 return 1; 2833 return 1;
2834 }
2835 else
2836 return 0;
2463 2837
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2838 case POWER_CRYSTAL:
2465 case CLOSE_CON: 2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2466 if (op->type==PLAYER) 2843 if (who->type == PLAYER)
2467 (void) esrv_apply_container (op, tmp->env); 2844 {
2468 else 2845 apply_lighter (who, op);
2469 (void) apply_container (op, tmp->env);
2470 return 1; 2846 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 } 2847 }
2486 2848 else
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1; 2849 return 0;
2510 2850
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else {
2526 return 0;
2527 }
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp ); 2852 apply_item_transformer (who, op);
2580 return 1; 2853 return 1;
2581 2854
2582 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2583 return 0; 2857 return 0;
2584 } 2858 }
2585} 2859}
2586 2860
2587 2861/*
2588/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages.
2591 *
2592 * Same return value as apply() function. 2862 * Same return value as apply() function.
2593 */ 2863 */
2864bool
2594int player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2595{ 2866{
2596 int tmp;
2597
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2868 {
2599 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2601 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2871 {
2602 "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.>");
2603 return 0; 2875 return 0;
2604 } 2876 }
2605 }
2606
2607 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608 * applied.
2609 */
2610 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611 { 2877 }
2612 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614 "of smoke!");
2615 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616 remove_ob (op);
2617 free_object (op);
2618 return 1;
2619 }
2620 2878
2621 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623 2880
2624 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2625 if ( ! quiet) {
2626 if (tmp == 0)
2627 new_draw_info_format (NDI_UNIQUE, 0, pl,
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl,
2632 "You must get it first!\n");
2633 }
2634 return tmp;
2635} 2882}
2636 2883
2637/** 2884/**
2638 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2639 * 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
2640 * we use the ground. 2887 * we use the ground.
2641 */ 2888 */
2642 2889void
2643void player_apply_below (object *pl) 2890player_apply_below (object *pl)
2644{ 2891{
2645 object *tmp, *next;
2646 int floors; 2892 int floors = 0;
2647 2893
2648 /* 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
2649 * item in the container. Otherwise, use the map. 2895 * item in the container. Otherwise, use the map.
2650 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652
2653 /* 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
2654 * 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
2655 * 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
2656 * 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
2657 * not return a proper value. 2900 * not return a proper value.
2658 */ 2901 */
2659 for (floors = 0; tmp!=NULL; tmp=next) { 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 {
2660 next = tmp->below; 2906 next = tmp->below;
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++;
2663 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */
2665 2907
2666 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2667 * person moving on it, also activate. Added code to make it
2668 * so that at least one of players movement types be that which
2669 * the item needs.
2670 */ 2909 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2910 if (!tmp->invisible)
2672 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2673 return; 2912 break;
2674 } 2913
2675 if (floors >= 2) 2914 break;
2676 return; /* process at most two floor objects */
2677 } 2915 }
2678} 2916}
2679 2917
2680/** 2918/**
2681 * Unapplies specified item. 2919 * Unapplies specified item.
2682 * No check done on cursed/damned. 2920 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done 2921 * Break this out of apply_special - this is just done
2684 * 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.
2685 */ 2923 */
2924static int
2686static int unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2687{ 2926{
2688 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0); 2929 return RESULT_INT (0);
2691 2930
2692 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2693 2933
2694 CLEAR_FLAG(op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2935
2695 switch(op->type) { 2936 switch (op->type)
2696 case WEAPON: 2937 {
2697 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698
2699 (void) change_abil (who,op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702 clear_skill(who);
2703 break;
2704
2705 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL: 2938 case SKILL:
2707 if (op != who->chosen_skill) { 2939 if (player *pl = who->contr)
2708 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2709 }
2710 if (who->type==PLAYER) {
2711 if (who->contr->shoottype == range_skill)
2712 who->contr->shoottype = range_none;
2713 if ( ! op->invisible) { 2940 if (op->invisible)
2714 new_draw_info_format (NDI_UNIQUE, 0, who, 2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2715 "You stop using the %s.", query_name(op)); 2942 else
2716 } else { 2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2717 new_draw_info_format (NDI_UNIQUE, 0, who, 2944
2718 "You can no longer use the skill: %s.",
2719 &op->skill);
2720 }
2721 }
2722 (void) change_abil (who, op); 2945 change_abil (who, op);
2723 who->chosen_skill = NULL; 2946 who->flag [FLAG_READY_SKILL] = false;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break;
2726
2727 case ARMOUR:
2728 case HELMET:
2729 case SHIELD:
2730 case RING:
2731 case BOOTS:
2732 case GLOVES:
2733 case AMULET:
2734 case GIRDLE:
2735 case BRACERS:
2736 case CLOAK:
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2738 (void) change_abil (who,op);
2739 break;
2740 case LAMP:
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2742 &op->name);
2743 tmp2 = arch_to_object(op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753 if (who->type == PLAYER)
2754 esrv_del_item(who->contr, (tag_t)op->count);
2755 remove_ob(op);
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 }
2764 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break; 2947 break;
2790 2948
2949 case WEAPON:
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
2961 break;
2962
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2969 {
2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
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
2791 default: 3005 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2793 break; 3007 break;
2794 } 3008 }
2795 3009
2796 fix_player(who); 3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2797 3011 if (object *pl = op->visible_to ())
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op); 3012 esrv_send_item (pl, op);
2809 } 3013
2810 } 3014 who->update_stats ();
3015
2811 return 0; 3016 return 0;
2812} 3017}
2813 3018
2814/** 3019/**
2815 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
2817 * 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
2818 * something like: 3023 * something like:
2819 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
2820 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2821 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
2822 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
2823 * 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.
2824 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use 3030 * invisible other objects that use
2826 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
2827 */ 3032 */
2828object *get_item_from_body_location(object *start, int loc) 3033static object *
3034get_next_item_from_body_location (int loc, object *start)
2829{ 3035{
2830 object *tmp;
2831
2832 if (!start) return NULL;
2833
2834 for (tmp=start; tmp; tmp=tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3037 if (tmp->flag [FLAG_APPLIED]
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3040 return tmp;
2837 3041
2838 return NULL; 3042 return 0;
2839} 3043}
2840
2841
2842 3044
2843/** 3045/**
2844 * '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.
2845 * This should only be called when it is known 3047 * This should only be called when it is known
2846 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
2849 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
2850 * 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
2851 * 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
2852 * another function that does just that. 3054 * another function that does just that.
2853 */ 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
2854int unapply_for_ob(object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2855{ 3064{
2856 int i; 3065 if (op->is_range ())
2857 object *tmp=NULL, *last;
2858
2859 /* If we are applying a shield or weapon, unapply any equipped shield
2860 * or weapons first - only allowed to use one weapon/shield at a time.
2861 */
2862 if (op->type == WEAPON || op->type == SHIELD) {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) { 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 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)))
2866 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3069 {
2867 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3071 who->failmsg (query_name (tmp));
2869 else 3072 else
2870 unapply_special(who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3074 }
3075 else
3076 {
3077 /* In this case, we want to try and remove a cursed item.
3078 * While we know it won't work, we want unapply_special to
3079 * at least generate the message.
3080 */
3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3082 return 1;
3083 }
3084
3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3086 {
3087 /* this used up a slot that we need to free */
3088 if (op->slot[i].info)
3089 {
3090 object *last = who->inv;
3091
3092 /* We do a while loop - may need to remove several items in order
3093 * to free up enough slots.
3094 */
3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3096 {
3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3099 if (!tmp)
3100 {
3101#if 0
3102 /* Not a bug - we'll get this if the player has cursed items
3103 * equipped.
3104 */
3105 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3106#endif
3107 return 1;
2871 } 3108 }
3109
3110 /* If we are just printing, we don't care about cursed status */
3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3112 {
3113 if (aflags & AP_PRINT)
3114 who->failmsg (query_name (tmp));
2872 else { 3115 else
2873 /* In this case, we want to try and remove a cursed item. 3116 unapply_special (who, tmp, aflags);
2874 * While we know it won't work, we want unapply_special to
2875 * at least generate the message.
2876 */
2877 new_draw_info_format(NDI_UNIQUE, 0, who,
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1;
2881 } 3117 }
3118 else
3119 {
3120 /* Cursed item that we can't unequip - tell the player.
3121 * Note this could be annoying if this is just one of a few,
3122 * so it may not be critical (eg, putting on a ring and you have
3123 * one cursed ring.)
3124 */
3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3126 }
2882 3127
3128 last = tmp->below;
2883 } 3129 }
2884 }
2885 }
2886
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) {
2890 last = who->inv;
2891
2892 /* We do a while loop - may need to remove several items in order
2893 * to free up enough slots.
2894 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) {
2896 tmp = get_item_from_body_location(last, i);
2897 if (!tmp) {
2898#if 0
2899 /* Not a bug - we'll get this if the player has cursed items
2900 * equipped.
2901 */
2902 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903 i, body_locations[i].save_name, who->name);
2904#endif
2905 return 1;
2906 }
2907 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912 else
2913 unapply_special(who, tmp, aflags);
2914 }
2915 else {
2916 /* Cursed item that we can't unequip - tell the player.
2917 * Note this could be annoying if this is just one of a few,
2918 * so it may not be critical (eg, putting on a ring and you have
2919 * one cursed ring.)
2920 */
2921 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922 }
2923 last = tmp->below;
2924 }
2925 /* 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
2926 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
2927 */ 3132 */
2928 } /* if op is using this body location */ 3133 } /* if op is using this body location */
2929 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
2930 return 0; 3136 return 0;
2931} 3137}
2932 3138
2933/** 3139/**
2934 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
2936 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
2937 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
2938 * 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
2939 * 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?)
2940 * 3146 *
2941 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
2942 * these return values. 3148 * these return values.
2943 */ 3149 */
3150int
2944int can_apply_object(object *who, object *op) 3151can_apply_object (object *who, object *op)
2945{ 3152{
2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3153 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0); 3154 return RESULT_INT (0);
2949 3155
2950 int i, retval=0; 3156 int retval = 0;
2951 object *tmp=NULL, *ws=NULL; 3157 object *tmp = 0, *ws = 0;
2952 3158
2953 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2954 * 2 weapons, but we don't want to let them do that. So if they are 3160 {
2955 * trying to equip a weapon or shield, see if they already have one 3161 if (op->slot[i].info)
2956 * in place and store that way. 3162 {
2957 */ 3163 /* Item uses more slots than we have */
2958 if (op->type == WEAPON || op->type == SHIELD) { 3164 if (who->slot[i].info + op->slot [i].info < 0)
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3165 {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3166 /* Could return now for efficiency - rest of info below isn't
3167 * really needed.
3168 */
2961 retval = CAN_APPLY_UNAPPLY; 3169 retval |= CAN_APPLY_NEVER;
2962 ws = tmp;
2963 } 3170 }
2964 } 3171 else if (who->slot[i].used + op->slot[i].info < 0)
2965 }
2966 3172 {
2967 3173 /* in this case, equipping this would use more free spots than
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3174 * we have.
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) {
2972 /* Could return now for efficiently - rest of info below isn'
2973 * really needed.
2974 */ 3175 */
3176
3177 /* if we have an applied weapon/shield, and unapply it would free
3178 * enough slots to equip the new item, then just set "can
3179 * apply unapply". We don't care about the logic below - if you have a
3180 * shield equipped and try to equip another shield, there is only
3181 * one choice. However, the check for the number of body locations
3182 * does take into the account cases where what is being applied
3183 * may be two handed for example.
3184 */
3185 if (ws)
3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3187 {
3188 retval |= CAN_APPLY_UNAPPLY;
3189 continue;
3190 }
3191
3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3193 if (!tmp1)
2975 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3195 else
2977 /* in this case, equipping this would use more free spots than 3196 {
2978 * we have. 3197 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need
3199 * to apply multiple objects
2979 */ 3200 */
2980 object *tmp1; 3201 retval |= CAN_APPLY_UNAPPLY;
2981 3202
3203 if (!tmp)
3204 tmp = tmp1;
3205 else if (tmp != tmp1)
3206 retval |= CAN_APPLY_UNAPPLY_MULT;
2982 3207
2983 /* if we have an applied weapon/shield, and unapply it would free 3208 /* This object isn't using up all the slots, so there must
2984 * enough slots to equip the new item, then just set this can 3209 * be another. If so, and it the new item doesn't need all
2985 * continue. We don't care about the logic below - if you have 3210 * the slots, the player then has a choice.
2986 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied
2989 * may be two handed for example.
2990 */ 3211 */
2991 if (ws) { 3212 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2992 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3213 && abs (op->slot[i].info) < who->slot[i].info)
3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215
3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3217 * equipped? If not, there must be something else to unapply.
3218 */
3219 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
2993 retval |= CAN_APPLY_UNAPPLY; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
2994 continue;
2995 }
2996 } 3221 }
2997
2998 tmp1 = get_item_from_body_location(who->inv, i);
2999 if (!tmp1) {
3000#if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG(llevError,"Can't find object using location %d on %s\n",
3005 i, who->name);
3006#endif
3007 retval |= CAN_APPLY_NEVER;
3008 } else {
3009 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need
3011 * to apply multiple objects
3012 */
3013 retval |= CAN_APPLY_UNAPPLY;
3014 if (!tmp) tmp = tmp1;
3015 else if (tmp != tmp1) {
3016 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 }
3018 /* This object isn't using up all the slots, so there must
3019 * be another. If so, and it the new item doesn't need all
3020 * the slots, the player then has a choice.
3021 */
3022 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) &&
3023 (FABS(op->body_info[i]) < who->body_info[i]))
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025
3026 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply.
3028 */
3029 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0)
3030 retval |= CAN_APPLY_UNAPPLY_MULT;
3031
3032 }
3033 } /* if not enough free slots */ 3222 } /* if not enough free slots */
3034 } /* if this object uses location i */ 3223 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3036 3225
3037 /* 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
3038 * really be controlled by use of body locations. We do have 3227 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters, 3228 * the weapon/shield checks, and the range checks for monsters,
3040 * 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,
3041 * 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
3042 * all use the same location. 3231 * all use the same location.
3043 */ 3232 */
3044 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION;
3235
3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3237 retval |= CAN_APPLY_RESTRICTION;
3238
3239 if (who->type != PLAYER)
3240 {
3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3045 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3047 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3048 3246
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION; 3248 retval |= CAN_APPLY_RESTRICTION;
3249
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3060 } 3252 }
3253
3061 return retval; 3254 return retval;
3062} 3255}
3063 3256
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)
3064 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}
3065 3345
3066/** 3346/**
3067 * 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.
3068 * 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,
3069 * 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
3078 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3079 * 3359 *
3080 * Optional flags: 3360 * Optional flags:
3081 * 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
3082 * 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
3083 * 3364 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 * 3366 *
3086 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3087 */ 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
3088int apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3089{ 3375{
3090 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3091 object *tmp, *tmp2, *skop=NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3092 int i;
3093 3378
3094 if(who==NULL) { 3379 if (who == NULL)
3380 {
3095 LOG(llevError,"apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3096 return 1; 3382 return 1;
3097 } 3383 }
3098 3384
3099 if(op->env!=who) 3385 if (op->env != who)
3100 return 1; /* op is not in inventory */ 3386 return 1; /* op is not in inventory */
3101 3387
3102 /* trying to unequip op */ 3388 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3389 if (QUERY_FLAG (op, FLAG_APPLIED))
3390 {
3104 /* always apply, so no reason to unapply */ 3391 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0; 3392 if (basic_flag == AP_APPLY)
3393 return 0;
3106 3394
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3109 new_draw_info_format(NDI_UNIQUE, 0, who, 3396 {
3110 "No matter how hard you try, you just can't\nremove %s.", 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3111 query_name(op)); 3398 return 1;
3399 }
3400
3401 return unapply_special (who, op, aflags);
3402 }
3403 else if (basic_flag == AP_UNAPPLY)
3404 return 0;
3405
3406 splay (op);
3407
3408 /* Can't just apply this object. Lets see what not and what to do */
3409 if (int i = can_apply_object (who, op))
3410 {
3411 if (i & CAN_APPLY_NEVER)
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)));
3414 return 1;
3415 }
3416 else if (i & CAN_APPLY_RESTRICTION)
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 ));
3423 return 1;
3424 }
3425
3426 if (who->type != PLAYER)
3427 {
3428 /* Some error, so don't try to equip something more */
3429 if (unapply_for_ob (who, op, aflags))
3112 return 1; 3430 return 1;
3113 } 3431 }
3114 return unapply_special(who, op, aflags); 3432 else
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:");
3437 unapply_for_ob (who, op, AP_PRINT);
3438 return 1;
3439 }
3440 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3441 if (unapply_for_ob (who, op, aflags))
3442 return 1;
3443 }
3444 }
3445
3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3115 } 3447 {
3448 // try to ready attached skill first
3449 skop = find_skill_by_name (who, op->skill);
3116 3450
3117 if (basic_flag == AP_UNAPPLY) return 0; 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 }
3118 3462
3119 i = can_apply_object(who, op); 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);
3466 return 1;
3467 }
3120 3468
3121 /* Can't just apply this object. Lets see what not and what to do */ 3469 /* Ok. We are now at the state where we can apply the new object.
3122 if (i) { 3470 * Note that we don't have the checks for can_use_...
3123 if (i & CAN_APPLY_NEVER) { 3471 * below - that is already taken care of by can_apply_object.
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3472 */
3473
3474 // split away all the other items from the stack, so only one item is left
3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3476
3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3478 return RESULT_INT (0);
3479
3480 switch (op->type)
3481 {
3482 case WEAPON:
3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3484 {
3485 /* if the weapon does not have the name as the character, can't use it. */
3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3487 who->failmsg ("The weapon does not recognize you as its owner. "
3488 "H<Its name indicates that it belongs to somebody else.>");
3489 if (tmp) who->insert (tmp);
3125 return 1; 3490 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) { 3491 }
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3492
3493 op->flag [FLAG_APPLIED] = true;
3494
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);
3502
3503 op->flag [FLAG_READY_WEAPON] = true;
3504 break;
3505
3506 case ARMOUR:
3507 case HELMET:
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;
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);
3128 return 1; 3584 return 1;
3129 }
3130 if (who->type != PLAYER) {
3131 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob(who, op, aflags)) return 1;
3133 } else {
3134 if (who->contr->unapply == unapply_never ||
3135 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3136 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3137 unapply_for_ob(who, op, AP_PRINT);
3138 return 1;
3139 } 3585 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3586
3141 i = unapply_for_ob(who, op, aflags); 3587 if (player *pl = who->contr)
3142 if (i) return 1; 3588 {
3589 op->flag [FLAG_APPLIED] = true;
3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3143 } 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)));
3144 } 3600 }
3145 } 3601 break;
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3602
3147 skop=find_skill_by_name(who, op->skill); 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
3148 if (!skop) { 3617 if (!skop)
3149 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 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);
3150 return 1; 3621 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 } 3622 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195 if(tmp!=NULL)
3196 (void) insert_ob_in_ob(tmp,who);
3197 return 1;
3198 }
3199 SET_FLAG(op, FLAG_APPLIED);
3200 3623
3201 if (skop) change_skill(who, skop, 1); 3624 op->flag [FLAG_APPLIED] = true;
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3203 SET_FLAG(who, FLAG_READY_WEAPON);
3204 3625
3205 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op)); 3626 if (player *pl = who->contr)
3206
3207 (void) change_abil (who,op);
3208 break;
3209
3210 case ARMOUR:
3211 case HELMET:
3212 case SHIELD:
3213 case BOOTS:
3214 case GLOVES:
3215 case GIRDLE:
3216 case BRACERS:
3217 case CLOAK:
3218 case RING:
3219 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED);
3221 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3222 (void) change_abil (who,op);
3223 break;
3224 case LAMP:
3225 if (op->stats.food < 1) {
3226 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 " fuel!", &op->name);
3228 return 1;
3229 }
3230 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who);
3238
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp);
3250 }
3251 fix_player(who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253 if (who->type == PLAYER) {
3254 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256 }
3257 }
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp2);
3260 return 0;
3261 break;
3262
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL:
3266 if (who->chosen_skill) {
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3268 return 1;
3269 }
3270 if (who->type == PLAYER) {
3271 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) {
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 }
3283 }
3284 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op);
3286 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289 3627 {
3290 case BOW: 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314 3629
3315 if(who->type==PLAYER) {
3316 if (op->type == BOW) {
3317 (void)change_abil(who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op));
3321 who->contr->shoottype = range_bow;
3322 } else {
3323 who->contr->shoottype = range_misc;
3324 }
3325 } else {
3326 if (op->type == BOW) 3630 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW); 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3328 else 3632
3329 SET_FLAG (who, FLAG_READY_RANGE); 3633 change_abil (who, op);
3330 } 3634 }
3635 else
3636 {
3637 who->change_skill (skop);
3638
3639 if (op->type == BOW)
3640 op->flag [FLAG_READY_BOW ] = true;
3331 break; 3641 else
3642 op->flag [FLAG_READY_RANGE] = true;
3643 }
3332 3644
3333 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] )
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op;
3338 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339 break; 3645 break;
3340 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
3341 default: 3655 default:
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3343 } /* end of switch op->type */ 3657 }
3344 3658
3345 SET_FLAG(op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3346 3660
3347 if(tmp!=NULL) 3661 if (tmp) who->insert (tmp);
3348 tmp = insert_ob_in_ob(tmp,who);
3349 3662
3350 fix_player(who); 3663 who->update_stats ();
3351 3664
3352 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3354 * you don't know anything about them. 3667 * you don't know anything about them.
3355 */ 3668 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3359 3671
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3361 if (who->type == PLAYER) { 3673 if (who->type == PLAYER)
3362 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3674 {
3675 who->failmsg (
3676 "Oops, it feels deadly cold! "
3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3363 SET_FLAG(op,FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3364 } 3680 }
3365 } 3681
3366 if(who->type==PLAYER) { 3682 if (object *pl = op->visible_to ())
3367 /* if multiple objects were applied, update both slots */
3368 if (tmp)
3369 esrv_send_item(who, tmp);
3370 esrv_send_item(who, op); 3683 esrv_send_item (pl, op);
3371 } 3684
3372 return 0; 3685 return 0;
3373}
3374
3375
3376int monster_apply_special (object *who, object *op, int aflags)
3377{
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1;
3380 return apply_special (who, op, aflags);
3381} 3686}
3382 3687
3383/** 3688/**
3384 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3385 * 3690 *
3386 * Generates shop floor's item, and treasures. 3691 * Generates shop floor's item, and treasures.
3387 */ 3692 */
3693int
3388int auto_apply (object *op) { 3694auto_apply (object *op)
3695{
3389 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3390 int i; 3697 int i;
3391 3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3700
3392 switch(op->type) { 3701 switch (op->type)
3702 {
3393 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0; 3704 if (!op->has_random_items ())
3705 return 0;
3706
3707 do
3395 do { 3708 {
3396 i=10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3398 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3399 if(tmp==NULL) 3716 if (tmp == NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 return 0; 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);
3731 identify (tmp);
3732 break;
3733
3734 case TREASURE:
3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3736 return 0;
3737
3417 while ((op->stats.hp--)>0) 3738 while (op->stats.hp-- > 0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3739 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0); 3740 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3421 3741
3422 /* 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,
3423 * 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
3424 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects. 3745 * that is put inside other objects.
3426 */ 3746 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) { 3747 if (op->env)
3428 tmp2 = tmp->below; 3748 while (op->inv)
3429 remove_ob(tmp); 3749 op->env->insert (op->inv);
3430 if (op->env) insert_ob_in_ob(tmp, op->env); 3750
3431 else free_object(tmp); 3751 op->destroy ();
3432 }
3433 remove_ob(op);
3434 free_object(op);
3435 break; 3752 break;
3436 } 3753 }
3437 return tmp ? 1 : 0;
3438}
3439 3754
3755 return !!tmp;
3756}
3757
3440/** 3758/**
3441 * 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
3442 * when an original map is loaded) and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3443 * certain objects (most initialization of chests and creation of 3761 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate. 3762 * treasures and stuff). Calls auto_apply if appropriate.
3445 */ 3763 */
3764void
3765maptile::fix_auto_apply ()
3766{
3767 if (!spaces)
3768 return;
3446 3769
3447void fix_auto_apply(mapstruct *m) { 3770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3448 object *tmp,*above=NULL; 3771 for (object *tmp = ms->bot; tmp; )
3449 int x,y; 3772 {
3773 object *above = tmp->above;
3450 3774
3451 if(m==NULL) return;
3452
3453 for(x=0;x<MAP_WIDTH(m);x++)
3454 for(y=0;y<MAP_HEIGHT(m);y++)
3455 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3456 above=tmp->above;
3457
3458 if (tmp->inv) { 3775 if (tmp->inv)
3776 {
3459 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3460 3778
3461 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3780 {
3462 invnext = invtmp->below; 3781 invnext = invtmp->below;
3463 3782
3464 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3465 auto_apply(invtmp); 3784 auto_apply (invtmp);
3466 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3786 {
3467 while ((invtmp->stats.hp--)>0) 3787 while (invtmp->stats.hp-- > 0)
3468 create_treasure(invtmp->randomitems, invtmp, 0, 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3469 m->difficulty,0); 3789
3470 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3471 }
3472 else if (invtmp && invtmp->arch &&
3473 invtmp->type!=TREASURE &&
3474 invtmp->type != SPELL &&
3475 invtmp->type != CLASS &&
3476 HAS_RANDOM_ITEMS(invtmp)) {
3477 create_treasure(invtmp->randomitems, invtmp, 0,
3478 m->difficulty,0);
3479 /* Need to clear this so that we never try to create
3480 * treasure again for this object
3481 */
3482 invtmp->randomitems = NULL;
3483 }
3484 } 3791 }
3485 /* This is really temporary - the code at the bottom will 3792 else if (invtmp && invtmp->arch
3486 * also set randomitems to null. The problem is there are bunches 3793 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3487 * of maps/players already out there with items that have spells
3488 * which haven't had the randomitems set to null yet.
3489 * MSW 2004-05-13
3490 * 3794 {
3491 * And if it's a spellbook, it's better to set randomitems to NULL too, 3795 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3492 * else you get two spells in the book ^_- 3796 /* Need to clear this so that we never try to create
3493 * Ryo 2004-08-16 3797 * treasure again for this object
3494 */ 3798 */
3495 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3496 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3497 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3498 tmp->randomitems = NULL;
3499
3500 }
3501
3502 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3503 auto_apply(tmp);
3504 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3505 while ((tmp->stats.hp--)>0)
3506 create_treasure(tmp->randomitems, tmp, 0,
3507 m->difficulty,0);
3508 tmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3509 }
3510 else if(tmp->type==TIMED_GATE) {
3511 object *head = tmp->head != NULL ? tmp->head : tmp;
3512 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3513 tmp->speed = 0;
3514 update_ob_speed(tmp);
3515 } 3800 }
3516 } 3801 }
3802
3803 /* This is really temporary - the code at the bottom will
3804 * also set randomitems to null. The problem is there are bunches
3805 * of maps/players already out there with items that have spells
3806 * which haven't had the randomitems set to null yet.
3807 * MSW 2004-05-13
3808 *
3809 * And if it's a spellbook, it's better to set randomitems to NULL too,
3810 * else you get two spells in the book ^_-
3811 * Ryo 2004-08-16
3812 */
3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3815 tmp->randomitems = NULL;
3816 }
3817
3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3819 auto_apply (tmp);
3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3821 {
3822 while ((tmp->stats.hp--) > 0)
3823 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3824 tmp->randomitems = NULL;
3825 }
3826 else if (tmp->type == TIMED_GATE)
3827 {
3828 object *head = tmp->head != NULL ? tmp->head : tmp;
3829
3830 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3831 tmp->set_speed (0);
3832 }
3517 /* 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
3518 * 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
3519 * 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
3520 * 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.
3521 * 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
3522 * which say how many times to make the treasure. 3838 * which say how many times to make the treasure.
3523 */ 3839 */
3524 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3840 else if (tmp && tmp->arch && tmp->type != PLAYER
3525 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3841 && tmp->type != TREASURE && tmp->type != SPELL
3526 HAS_RANDOM_ITEMS(tmp)) { 3842 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3843 {
3527 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3844 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3528 m->difficulty,0);
3529 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3530 }
3531 } 3846 }
3532 3847
3533 for(x=0;x<MAP_WIDTH(m);x++) 3848 // close all containers
3534 for(y=0;y<MAP_HEIGHT(m);y++) 3849 else if (tmp->type == CONTAINER)
3535 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3850 tmp->flag [FLAG_APPLIED] = 0;
3536 if (tmp->above && 3851
3852 tmp = above;
3853 }
3854
3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3537 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3538 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3539} 3859}
3540 3860
3541/** 3861/**
3542 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3543 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3544 * 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
3545 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3546 */ 3866 */
3547 3867void
3548void eat_special_food(object *who, object *food) { 3868eat_special_food (object *who, object *food)
3869{
3549 object *force; 3870 object *force;
3550 int i, did_one=0; 3871 int i, did_one = 0;
3551 sint8 k;
3552 3872
3553 force = get_archetype(FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3554 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 */
3555 for (i=0; i < NUM_STATS; i++) { 3898 for (i = 0; i < NUM_STATS; i++)
3556 k = get_attr_value(&food->stats, i); 3899 if (sint8 k = food->stats.stat (i))
3557 if (k) { 3900 {
3558 set_attr_value(&force->stats, i, k); 3901 force->stats.stat (i) = k;
3559 did_one = 1; 3902 did_one = 1;
3560 } 3903 }
3561 }
3562 3904
3563 /* check if we can protect the eater */ 3905 /* check if we can protect the eater */
3564 for (i=0; i<NROFATTACKS; i++) { 3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3565 if (food->resist[i]>0) { 3908 if (food->resist[i] > 0)
3909 {
3566 force->resist[i] = food->resist[i] / 2; 3910 force->resist[i] = food->resist[i];
3567 did_one = 1; 3911 did_one = 1;
3568 }
3569 }
3570 if (did_one) {
3571 force->speed = 0.1;
3572 update_ob_speed(force);
3573 /* bigger morsel of food = longer effect time */
3574 force->stats.food = food->stats.food / 5;
3575 SET_FLAG(force, FLAG_IS_USED_UP);
3576 SET_FLAG(force, FLAG_APPLIED);
3577 change_abil(who, force);
3578 insert_ob_in_ob(force, who);
3579 } else {
3580 free_object(force);
3581 }
3582
3583 /* check for hp, sp change */
3584 if(food->stats.hp!=0) {
3585 if(QUERY_FLAG(food, FLAG_CURSED)) {
3586 strcpy(who->contr->killer,food->name);
3587 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3588 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3589 } else {
3590 if(food->stats.hp>0)
3591 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3592 else
3593 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3594 who->stats.hp += food->stats.hp;
3595 }
3596 }
3597 if(food->stats.sp!=0) {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) {
3599 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3600 who->stats.sp -= food->stats.sp;
3601 if(who->stats.sp<0) who->stats.sp=0;
3602 } else {
3603 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3604 who->stats.sp += food->stats.sp;
3605 /* place limit on max sp from food? */
3606 } 3912 }
3607 }
3608 fix_player(who);
3609}
3610
3611
3612/**
3613 * Designed primarily to light torches/lanterns/etc.
3614 * Also burns up burnable material too. First object in the inventory is
3615 * the selected object to "burn". -b.t.
3616 */
3617
3618void apply_lighter(object *who, object *lighter) {
3619 object *item;
3620 int is_player_env=0;
3621 uint32 nrof;
3622 tag_t count;
3623 char item_name[MAX_BUF];
3624
3625 item=find_marked_object(who);
3626 if(item) {
3627 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3628 /* Split multiple lighters if they're being used up. Otherwise *
3629 * one charge from each would be used up. --DAMN */
3630 if(lighter->nrof > 1) {
3631 object *oneLighter = get_object();
3632 copy_object(lighter, oneLighter);
3633 lighter->nrof -= 1;
3634 oneLighter->nrof = 1;
3635 oneLighter->stats.food--;
3636 esrv_send_item(who, lighter);
3637 oneLighter=insert_ob_in_ob(oneLighter, who);
3638 esrv_send_item(who, oneLighter);
3639 } else {
3640 lighter->stats.food--;
3641 } 3913 }
3642 3914
3643 } else if(lighter->last_eat) { /* no charges left in lighter */ 3915 if (did_one)
3644 new_draw_info_format(NDI_UNIQUE, 0,who,
3645 "You attempt to light the %s with a used up %s.",
3646 &item->name, &lighter->name);
3647 return;
3648 } 3916 {
3649 /* Perhaps we should split what we are trying to light on fire? 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));
3650 * I can't see many times when you would want to light multiple 3918
3651 * objects at once. 3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3652 */ 3921 }
3653 nrof=item->nrof;
3654 count=item->count;
3655 /* If the item is destroyed, we don't have a valid pointer to the
3656 * name object, so make a copy so the message we print out makes
3657 * some sense.
3658 */
3659 strcpy(item_name, item->name);
3660 if (who == is_player_inv(item)) is_player_env=1;
3661
3662 save_throw_object(item,AT_FIRE,who);
3663 /* Change to check count and not freed, since the object pointer
3664 * may have gotten recycled
3665 */
3666 if ((nrof != item->nrof ) || (count != item->count)) {
3667 new_draw_info_format(NDI_UNIQUE, 0,who,
3668 "You light the %s with the %s.", &item_name, &lighter->name);
3669 /* Need to update the player so that the players glow radius
3670 * gets changed.
3671 */
3672 if (is_player_env) fix_player(who);
3673 } else { 3922 else
3674 new_draw_info_format(NDI_UNIQUE, 0,who, 3923 force->destroy ();
3675 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3924 }
3925
3926 /* check for hp, sp change */
3927 if (food->stats.hp != 0)
3928 {
3929 if (QUERY_FLAG (food, FLAG_CURSED))
3676 } 3930 {
3677 3931 who->contr->killer = food;
3678 } else /* nothing to light */ 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3933 who->failmsg ("Eck!...that was poisonous!");
3680 3934 }
3681} 3935 else
3682
3683/**
3684 * op made some mistake with a scroll, this takes care of punishment.
3685 * scroll_failure()- hacked directly from spell_failure
3686 */
3687void scroll_failure(object *op, int failure, int power)
3688{
3689 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3690
3691 if(failure<= -1&&failure > -15) {/* wonder */
3692 object *tmp;
3693
3694 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3695 tmp=get_archetype(SPELL_WONDER);
3696 cast_wonder(op, op, 0, tmp);
3697 free_object(tmp);
3698 } else if (failure <= -15&&failure > -35) {/* drain mana */
3699 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3700 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3701 if(op->stats.sp<0) op->stats.sp = 0;
3702 } else if (settings.spell_failure_effects == TRUE) {
3703 if (failure <= -35&&failure > -60) { /* confusion */
3704 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3705 confuse_player(op,op,power);
3706 } else if (failure <= -60&&failure> -70) {/* paralysis */
3707 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3708 "you!");
3709 paralyze_player(op,op,power);
3710 } else if (failure <= -70&&failure> -80) {/* blind */
3711 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3712 blind_player(op,op,power);
3713 } else if (failure <= -80) {/* blast the immediate area */
3714 object *tmp;
3715 tmp=get_archetype(LOOSE_MANA);
3716 cast_magic_storm(op,tmp, power);
3717 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3718 free_object(tmp);
3719 } 3936 {
3937 if (food->stats.hp > 0)
3938 who->statusmsg ("You begin to feel better.");
3939 else
3940 who->failmsg ("Eck!...that was poisonous!");
3941
3942 who->stats.hp += food->stats.hp;
3943 }
3944 }
3945
3946 if (food->stats.sp != 0)
3720 } 3947 {
3721} 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 }
3722 3962
3963 who->update_stats ();
3964}
3965
3966void
3723void apply_changes_to_player(object *pl, object *change) { 3967apply_changes_to_player (object *pl, object *change)
3968{
3724 int excess_stat=0; /* if the stat goes over the maximum 3969 int excess_stat = 0; /* if the stat goes over the maximum
3725 for the race, put the excess stat some 3970 for the race, put the excess stat some
3726 where else. */ 3971 where else. */
3727 3972
3728 switch (change->type) { 3973 switch (change->type)
3974 {
3729 case CLASS: { 3975 case CLASS:
3976 {
3730 living *stats = &(pl->contr->orig_stats); 3977 living *stats = &(pl->contr->orig_stats);
3731 living *ns = &(change->stats); 3978 living *ns = &(change->stats);
3732 object *walk; 3979 object *walk;
3733 int flag_change_face=1; 3980 int flag_change_face = 1;
3734 3981
3735 /* the following code assigns stats up to the stat max 3982 /* the following code assigns stats up to the stat max
3736 * for the race, and if the stat max is exceeded, 3983 * for the race, and if the stat max is exceeded,
3737 * tries to randomly reassign the excess stat 3984 * tries to randomly reassign the excess stat
3738 */ 3985 */
3739 int i,j; 3986 int i, j;
3987
3740 for(i=0;i<NUM_STATS;i++) { 3988 for (i = 0; i < NUM_STATS; i++)
3741 sint8 stat=get_attr_value(stats,i); 3989 {
3742 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3990 int race_bonus = pl->arch->stats.stat (i);
3743 stat += get_attr_value(ns,i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
3992
3744 if(stat > 20 + race_bonus) { 3993 if (stat > 20 + race_bonus)
3994 {
3745 excess_stat++; 3995 excess_stat++;
3746 stat = 20+race_bonus; 3996 stat = 20 + race_bonus;
3747 } 3997 }
3748 set_attr_value(stats,i,stat); 3998
3999 stats->stat (i) = stat;
3749 } 4000 }
3750 4001
3751 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4002 for (j = 0; excess_stat > 0 && j < 100; j++)
4003 { /* try 100 times to assign excess stats */
3752 int i = rndm(0, 6); 4004 int i = rndm (0, 6);
3753 int stat=get_attr_value(stats,i); 4005
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4006 if (i == CHA)
3755 if(i==CHA) continue; /* exclude cha from this */ 4007 continue; /* exclude cha from this */
4008
4009 int stat = stats->stat (i);
4010 int race_bonus = pl->arch->stats.stat (i);
3756 if( stat < 20 + race_bonus) { 4011 if (stat < 20 + race_bonus)
4012 {
3757 change_attr_value(stats,i,1); 4013 change_attr_value (stats, i, 1);
3758 excess_stat--; 4014 excess_stat--;
3759 } 4015 }
3760 } 4016 }
3761 4017
3762 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3763 * the player ref: player.c 4019 * the player ref: player.c
3764 */ 4020 */
3765 if(change->randomitems!=NULL) 4021 if (change->randomitems)
3766 give_initial_items(pl,change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3767 4023
3768
3769 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3770 4025
3771 /* first, look for the force object banning 4026 /* first, look for the force object banning
3772 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3773 */ 4028 */
3774 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3775 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
4031 flag_change_face = 0;
3776 4032
3777 if(flag_change_face) { 4033 if (flag_change_face)
3778 pl->animation_id = GET_ANIM_ID(change); 4034 {
3779 pl->face = change->face; 4035 pl->face = change->face;
3780 4036 pl->animation_id = change->animation_id;
3781 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3782 SET_FLAG(pl,FLAG_ANIMATE);
3783 else
3784 CLEAR_FLAG(pl,FLAG_ANIMATE);
3785 } 4038 }
3786 4039
3787 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3788 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3789 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4042 if (change->name == shstr_monk)
4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3790 4044
3791 break; 4045 break;
3792 }
3793 }
3794}
3795
3796/**
3797 * This handles items of type 'transformer'.
3798 * Basically those items, used with a marked item, transform both items into something
3799 * else.
3800 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3801 * Change information is contained in the 'slaying' field of the marked item.
3802 * The format is as follow: transformer:[number ]yield[;transformer:...].
3803 * This way an item can be transformed in many things, and/or many objects.
3804 * The 'slaying' field for transformer is used as verb for the action.
3805 */
3806void apply_item_transformer( object* pl, object* transformer )
3807 {
3808 object* marked;
3809 object* new_item;
3810 char* find;
3811 char* separator;
3812 int yield;
3813 char got[ MAX_BUF ];
3814 int len;
3815
3816 if ( !pl || !transformer )
3817 return;
3818 marked = find_marked_object( pl );
3819 if ( !marked )
3820 { 4046 }
3821 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3822 return;
3823 }
3824 if ( !marked->slaying )
3825 {
3826 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3827 return;
3828 }
3829 /* check whether they are compatible or not */
3830 find = strstr( marked->slaying, transformer->arch->name );
3831 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3832 {
3833 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3834 return;
3835 }
3836 find += strlen( transformer->arch->name ) + 1;
3837 /* Item can be used, now find how many and what it yields */
3838 if ( isdigit( *( find ) ) )
3839 {
3840 yield = atoi( find );
3841 if ( yield < 1 )
3842 {
3843 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3844 yield = 1;
3845 }
3846 }
3847 else
3848 yield = 1;
3849
3850 while ( isdigit( *find ) )
3851 find++;
3852 while ( *find == ' ' )
3853 find++;
3854 memset( got, 0, MAX_BUF );
3855 if ( (separator = strchr( find, ';' ))!=NULL)
3856 {
3857 len = separator - find;
3858 }
3859 else
3860 {
3861 len = strlen(find);
3862 }
3863 if ( len > MAX_BUF-1)
3864 len = MAX_BUF-1;
3865 strcpy( got, find );
3866 got[len] = '\0';
3867
3868 /* Now create new item, remove used ones when required. */
3869 new_item = get_archetype( got );
3870 if ( !new_item )
3871 {
3872 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3873 return;
3874 }
3875 new_item->nrof = yield;
3876 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3877 insert_ob_in_ob( new_item, pl );
3878 esrv_send_inventory( pl, pl );
3879 /* Eat up one item */
3880 decrease_ob_nr( marked, 1 );
3881 /* Eat one transformer if needed */
3882 if ( transformer->stats.food )
3883 if ( --transformer->stats.food == 0 )
3884 decrease_ob_nr( transformer, 1 );
3885 } 4047 }
4048}
4049

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