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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.123 by root, Thu Aug 16 06:36:56 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 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))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
97 dynbuf_text buf;
98
101 object *id, *marked; 99 object *id, *marked;
102 int success = 0;
103 100
104 if (pl == NULL || pl->type != PLAYER) 101 if (pl == NULL || pl->type != PLAYER)
105 return 0; 102 return 0;
106 103
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 104 /* Check for MONEY type is a special hack - it prevents 'nothing needs
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 108 return 0;
112 109
113 marked = find_marked_object (pl); 110 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 111 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 112 * identified. If it doesn't, then go through the player inventory.
116 */ 113 */
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 115 {
119 if (operate_altar (altar, &money)) 116 if (operate_altar (altar, &money))
120 { 117 {
121 identify (marked); 118 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 119
120 buf.printf ("You have %s.", long_desc (marked, pl));
123 if (marked->msg) 121 if (marked->msg)
124 { 122 buf << "The item has a story:\n" << marked->msg;
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 123
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg);
127 }
128 return money == NULL; 124 return money == NULL;
129 } 125 }
130 } 126 }
131 127
132 for (id = pl->inv; id; id = id->below) 128 for (id = pl->inv; id; id = id->below)
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 131 {
136 if (operate_altar (altar, &money)) 132 if (operate_altar (altar, &money))
137 { 133 {
138 identify (id); 134 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 135
136 buf.printf ("You have %s.", long_desc (id, pl));
140 if (id->msg) 137 if (marked->msg)
141 { 138 buf << "The item has a story:\n" << marked->msg;
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 139
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 140 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 141 if (money == NULL || !check_altar_sacrifice (altar, money))
148 break; 142 break;
149 } 143 }
150 else 144 else
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 146 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 147 break;
154 } 148 }
155 } 149 }
156 } 150 }
157 if (!success) 151
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 152 if (buf.empty ())
153 buf << ("You have nothing that needs identifying");
154
155 pl->contr->infobox (buf);
156
159 return money == NULL; 157 return !money;
160} 158}
161 159
162/** 160/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 162 * matching item.
165 **/ 163 **/
166static void 164void
167handle_apply_yield (object *tmp) 165handle_apply_yield (object *tmp)
168{ 166{
169 const char *yield; 167 const char *yield;
170 168
171 yield = get_ob_key_value (tmp, "on_use_yield"); 169 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 193apply_potion (object *op, object *tmp)
196{ 194{
197 int got_one = 0, i; 195 int got_one = 0, i;
198 object *force = 0, *floor = 0; 196 object *force = 0, *floor = 0;
199 197
200 floor = get_map_ob (op->map, op->x, op->y); 198 floor = GET_MAP_OB (op->map, op->x, op->y);
201 199
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 201 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 op->errormsg ("Gods prevent you from using this here, it's sacred ground!");
203
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 204 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 205 return 0;
208 } 206 }
209 207
210 if (op->type == PLAYER) 208 if (op->type == PLAYER)
219 object *depl; 217 object *depl;
220 archetype *at; 218 archetype *at;
221 219
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 221 {
224 drain_stat (op); 222 op->drain_stat ();
225 fix_player (op); 223 op->update_stats ();
226 decrease_ob (tmp); 224 decrease_ob (tmp);
227 return 1; 225 return 1;
228 } 226 }
229 227
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 228 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 229 {
232 LOG (llevError, "Could not find archetype depletion\n"); 230 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 231 return 0;
234 } 232 }
235 depl = present_arch_in_ob (at, op); 233 depl = present_arch_in_ob (at, op);
236 234
237 if (depl != NULL) 235 if (depl)
238 { 236 {
239 for (i = 0; i < NUM_STATS; i++) 237 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 238 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 239 op->statusmsg (restore_msg[i]);
242 240
243 depl->destroy (); 241 depl->destroy ();
244 fix_player (op); 242 op->update_stats ();
245 } 243 }
246 else 244 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 245 op->statusmsg ("Your potion had no effect.");
248 246
249 decrease_ob (tmp); 247 decrease_ob (tmp);
250 return 1; 248 return 1;
251 } 249 }
252 250
253 /* improvement potion - only for players */ 251 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 253 {
256 for (i = 1; i < MIN (11, op->level); i++) 254 for (i = 1; i < MIN (11, op->level); i++)
257 { 255 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 257 {
260 if (op->contr->levhp[i] != 1) 258 if (op->contr->levhp[i] != 1)
261 { 259 {
262 op->contr->levhp[i] = 1; 260 op->contr->levhp[i] = 1;
263 break; 261 break;
264 } 262 }
263
265 if (op->contr->levsp[i] != 1) 264 if (op->contr->levsp[i] != 1)
266 { 265 {
267 op->contr->levsp[i] = 1; 266 op->contr->levsp[i] = 1;
268 break; 267 break;
269 } 268 }
269
270 if (op->contr->levgrace[i] != 1) 270 if (op->contr->levgrace[i] != 1)
271 { 271 {
272 op->contr->levgrace[i] = 1; 272 op->contr->levgrace[i] = 1;
273 break; 273 break;
274 } 274 }
278 if (op->contr->levhp[i] < 9) 278 if (op->contr->levhp[i] < 9)
279 { 279 {
280 op->contr->levhp[i] = 9; 280 op->contr->levhp[i] = 9;
281 break; 281 break;
282 } 282 }
283
283 if (op->contr->levsp[i] < 6) 284 if (op->contr->levsp[i] < 6)
284 { 285 {
285 op->contr->levsp[i] = 6; 286 op->contr->levsp[i] = 6;
286 break; 287 break;
287 } 288 }
289
288 if (op->contr->levgrace[i] < 3) 290 if (op->contr->levgrace[i] < 3)
289 { 291 {
290 op->contr->levgrace[i] = 3; 292 op->contr->levgrace[i] = 3;
291 break; 293 break;
292 } 294 }
299 301
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 303 {
302 if (got_one) 304 if (got_one)
303 { 305 {
304 fix_player (op); 306 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 307 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 308 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 309 "You feel a little more perfect.", NDI_GREEN);
308 } 310 }
309 else 311 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 312 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 313 }
312 else 314 else
313 { /* cursed potion */ 315 { /* cursed potion */
314 if (got_one) 316 if (got_one)
315 { 317 {
316 fix_player (op); 318 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 319 op->errormsg ("The Gods are angry and punish you.");
318 } 320 }
319 else 321 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 323 }
322 324
323 decrease_ob (tmp); 325 decrease_ob (tmp);
324 return 1; 326 return 1;
325 } 327 }
334 { 336 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 338 {
337 object *fball; 339 object *fball;
338 340
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 341 op->errormsg ("Yech! Your lungs are on fire!");
342
340 /* Explodes a fireball centered at player */ 343 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL); 344 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x; 347 fball->x = op->x;
347 } 350 }
348 else 351 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 352 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 353
351 decrease_ob (tmp); 354 decrease_ob (tmp);
355
352 /* if youre dead, no point in doing this... */ 356 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 357 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 358 op->update_stats ();
359
355 return 1; 360 return 1;
356 } 361 }
357 362
358 /* Deal with protection potions */ 363 /* Deal with protection potions */
359 force = NULL; 364 force = NULL;
361 { 366 {
362 if (tmp->resist[i]) 367 if (tmp->resist[i])
363 { 368 {
364 if (!force) 369 if (!force)
365 force = get_archetype (FORCE_NAME); 370 force = get_archetype (FORCE_NAME);
371
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 373 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 374 break; /* Only need to find one protection since we copy entire batch */
369 } 375 }
370 } 376 }
377
371 /* This is a protection potion */ 378 /* This is a protection potion */
372 if (force) 379 if (force)
373 { 380 {
374 /* cursed items last longer */ 381 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 382 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 384 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 385 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 386 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 387 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 388 }
389
382 force->speed_left = -1; 390 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 391 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 392 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 393 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 394 change_abil (op, force);
393 { /* only for players */ 401 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 402 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 403 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 404 else
397 SET_FLAG (tmp, FLAG_APPLIED); 405 SET_FLAG (tmp, FLAG_APPLIED);
406
398 if (!change_abil (op, tmp)) 407 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 408 op->statusmsg ("Nothing happened.");
400 } 409 }
401 410
402 /* CLEAR_FLAG is so that if the character has other potions 411 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 412 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 413 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 414 * up all the stats.
406 */ 415 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 416 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 417 op->update_stats ();
409 decrease_ob (tmp); 418 decrease_ob (tmp);
410 return 1; 419 return 1;
411} 420}
412 421
413/**************************************************************************** 422/****************************************************************************
420static int 429static int
421check_item (object *op, const char *item) 430check_item (object *op, const char *item)
422{ 431{
423 int count = 0; 432 int count = 0;
424 433
425 434 if (!item)
426 if (item == NULL)
427 return 0; 435 return 0;
428 op = op->below; 436
429 while (op != NULL) 437 for (op = op->below; op; op = op->below)
430 { 438 {
431 if (strcmp (op->arch->name, item) == 0) 439 if (strcmp (op->arch->archname, item) == 0)
432 { 440 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
435 { 443 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++; 445 count++;
438 else 446 else
439 count += op->nrof; 447 count += op->nrof;
440 } 448 }
441 } 449 }
442 op = op->below;
443 } 450 }
451
444 return count; 452 return count;
445} 453}
446 454
447/** 455/**
448 * This removes 'nrof' of what item->slaying says to remove. 456 * This removes 'nrof' of what item->slaying says to remove.
456 object *prev; 464 object *prev;
457 465
458 prev = op; 466 prev = op;
459 op = op->below; 467 op = op->below;
460 468
461 while (op != NULL) 469 while (op)
462 { 470 {
463 if (strcmp (op->arch->name, item) == 0) 471 if (strcmp (op->arch->archname, item) == 0)
464 { 472 {
465 if (op->nrof >= nrof) 473 if (op->nrof >= nrof)
466 { 474 {
467 decrease_ob_nr (op, nrof); 475 decrease_ob_nr (op, nrof);
468 return; 476 return;
470 else 478 else
471 { 479 {
472 decrease_ob_nr (op, op->nrof); 480 decrease_ob_nr (op, op->nrof);
473 nrof -= op->nrof; 481 nrof -= op->nrof;
474 } 482 }
483
475 op = prev; 484 op = prev;
476 } 485 }
486
477 prev = op; 487 prev = op;
478 op = op->below; 488 op = op->below;
479 } 489 }
480} 490}
481 491
487 * we return 1 (true) if the player can use the weapon. 497 * we return 1 (true) if the player can use the weapon.
488 */ 498 */
489static int 499static int
490check_weapon_power (const object *who, int improvs) 500check_weapon_power (const object *who, int improvs)
491{ 501{
492
493/* Old code is below (commented out). Basically, since weapons are the only 502/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to 503 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level. 504 * require high level in some combat skill, so we just use overall level.
496 */ 505 */
497#if 1 506#if 1
538static int 547static int
539check_sacrifice (object *op, const object *improver) 548check_sacrifice (object *op, const object *improver)
540{ 549{
541 int count = 0; 550 int count = 0;
542 551
543 if (improver->slaying != NULL) 552 if (improver->slaying)
544 { 553 {
545 count = check_item (op, improver->slaying); 554 count = check_item (op, improver->slaying);
546 if (count < 1) 555 if (count < 1)
547 { 556 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 557 op->errormsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 558 return 0;
553 } 559 }
554 } 560 }
555 else 561 else
556 count = 1; 562 count = 1;
559} 565}
560 566
561/** 567/**
562 * Actually improves the weapon, and tells user. 568 * Actually improves the weapon, and tells user.
563 */ 569 */
564int 570static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 572{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 573 stat += sacrifice_count;
570 weapon->last_eat++; 574 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 575 decrease_ob (improver);
573 576
574 /* So it updates the players stats and the window */ 577 /* So it updates the players stats and the window */
575 fix_player (op); 578 op->update_stats ();
579
580 op->statusmsg (format (
581 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count
584 ));
585
576 return 1; 586 return 1;
577} 587}
578 588
579/* Types of improvements, hidden in the sp field. */ 589/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 590#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 591#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 592#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 593#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 594#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 595#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 596#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 597#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 598#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 599#define IMPROVE_INT 10
590#define IMPROVE_POW 11 600#define IMPROVE_POW 11
591
592 601
593/** 602/**
594 * This does the prepare weapon scroll. 603 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 604 * Checks for sacrifice, and so on.
596 */ 605 */
597
598int 606int
599prepare_weapon (object *op, object *improver, object *weapon) 607prepare_weapon (object *op, object *improver, object *weapon)
600{ 608{
601 int sacrifice_count, i; 609 int sacrifice_count, i;
602 char buf[MAX_BUF]; 610 char buf[MAX_BUF];
603 611
604 if (weapon->level != 0) 612 if (weapon->level != 0)
605 { 613 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 614 op->errormsg ("Weapon is already prepared!");
607 return 0; 615 return 0;
608 } 616 }
617
609 for (i = 0; i < NROFATTACKS; i++) 618 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 619 if (weapon->resist[i])
611 break; 620 break;
612 621
613 /* If we break out, i will be less than nrofattacks, preventing 622 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 627 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 628 weapon->stats.ac) /* AC - only taifu's I think */
620 { 629 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 630 op->errormsg ("You cannot prepare magic weapons.");
622 return 0; 631 return 0;
623 } 632 }
633
624 sacrifice_count = check_sacrifice (op, improver); 634 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 635 if (sacrifice_count <= 0)
626 return 0; 636 return 0;
637
627 weapon->level = isqrt (sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
630 640
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level
645 ));
632 646
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 650 slot at once! */
655improve_weapon (object *op, object *improver, object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
656{ 670{
657 int sacrifice_count, sacrifice_needed = 0; 671 int sacrifice_count, sacrifice_needed = 0;
658 672
659 if (improver->stats.sp == IMPROVE_PREPARE) 673 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
662 } 675
663 if (weapon->level == 0) 676 if (weapon->level == 0)
664 { 677 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 679 return 0;
667 } 680 }
681
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 683 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 684 op->errormsg ("This weapon cannot be improved any more.");
671 return 0; 685 return 0;
672 } 686 }
687
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 689 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 690 op->errormsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 691 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 692 "really want to improve it.");
678 return 0; 693 return 0;
679 } 694 }
695
680 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 699 * weapon can be improved.
684 */ 700 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 701 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 702 {
687 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 706 weapon->last_eat++;
691 707
692 weapon->item_power++; 708 weapon->item_power++;
693 decrease_ob (improver); 709 decrease_ob (improver);
694 return 1; 710 return 1;
695 } 711 }
712
696 if (improver->stats.sp == IMPROVE_WEIGHT) 713 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 714 {
698 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 716 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 717 if (weapon->weight < 1)
701 weapon->weight = 1; 718 weapon->weight = 1;
719
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 721 weapon->last_eat++;
704 weapon->item_power++; 722 weapon->item_power++;
705 decrease_ob (improver); 723 decrease_ob (improver);
706 return 1; 724 return 1;
707 } 725 }
708 if (improver->stats.sp == IMPROVE_ENCHANT) 726 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 727 {
710 weapon->magic++; 728 weapon->magic++;
711 weapon->last_eat++; 729 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 731 decrease_ob (improver);
714 weapon->item_power++; 732 weapon->item_power++;
715 return 1; 733 return 1;
716 } 734 }
717 735
723 sacrifice_needed *= 2; 741 sacrifice_needed *= 2;
724 742
725 sacrifice_count = check_sacrifice (op, improver); 743 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 744 if (sacrifice_count < sacrifice_needed)
727 { 745 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 747 return 0;
730 } 748 }
749
731 eat_item (op, improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 751 weapon->item_power++;
733 752
734 switch (improver->stats.sp) 753 switch (improver->stats.sp)
735 { 754 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 762 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 763 op->errormsg ("Unknown improvement type.");
752 } 764 }
765
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 767 return 0;
755} 768}
756 769
757/** 770/**
764{ 777{
765 object *otmp; 778 object *otmp;
766 779
767 if (op->type != PLAYER) 780 if (op->type != PLAYER)
768 return 0; 781 return 0;
782
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 784 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 785 op->errormsg ("Something blocks the magic of the scroll!");
772 return 0; 786 return 0;
773 } 787 }
788
774 otmp = find_marked_object (op); 789 otmp = find_marked_object (op);
775 if (!otmp) 790 if (!otmp)
776 { 791 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 793 return 0;
779 } 794 }
795
780 if (otmp->type != WEAPON && otmp->type != BOW) 796 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 797 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 798 op->errormsg ("Marked item is not a weapon or bow!");
783 return 0; 799 return 0;
784 } 800 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
786 improve_weapon (op, tmp, otmp); 804 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 805 esrv_send_item (op, otmp);
788 return 1; 806 return 1;
789} 807}
790 808
815{ 833{
816 object *tmp; 834 object *tmp;
817 835
818 if (armour->magic >= settings.armor_max_enchant) 836 if (armour->magic >= settings.armor_max_enchant)
819 { 837 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 838 op->errormsg ("This armour can not be enchanted any further!");
821 return 0; 839 return 0;
822 } 840 }
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 841 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 842 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 843 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 844 * of gnarg and what not?)
827 */ 845 */
828 if (armour->title) 846 if (armour->title)
829 { 847 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 op->errormsg ("This armour will not accept further enchantment.");
831 return 0; 849 return 0;
832 } 850 }
833 851
834 /* Split objects if needed. Can't insert tmp until the 852 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 853 * end of this function - otherwise it will just re-merge.
850 { 868 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 869 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 870 pow++;
853 } 871 }
854 872
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 873 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 874 }
857 else 875 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 876 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 877
860 if (!settings.armor_weight_linear) 878 if (!settings.armor_weight_linear)
861 { 879 {
862 int base = 100; 880 int base = 100;
863 int pow = 0; 881 int pow = 0;
866 { 884 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 885 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 886 pow++;
869 } 887 }
870 888
871 armour->weight = (armour->arch->clone.weight * base) / 100; 889 armour->weight = (armour->arch->weight * base) / 100;
872 } 890 }
873 else 891 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 892 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 893
876 if (armour->weight <= 0) 894 if (armour->weight <= 0)
877 { 895 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 896 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 897 armour->weight = 1;
880 } 898 }
881 899
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 900 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 901
884 if (op->type == PLAYER) 902 if (op->type == PLAYER)
885 { 903 {
886 esrv_send_item (op, armour); 904 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 905 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 906 op->update_stats ();
889 } 907 }
908
890 decrease_ob (improver); 909 decrease_ob (improver);
910
891 if (tmp) 911 if (tmp)
892 { 912 {
893 insert_ob_in_ob (tmp, op); 913 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 914 esrv_send_item (op, tmp);
895 } 915 }
916
896 return 1; 917 return 1;
897} 918}
898
899 919
900/* 920/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 921 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 922 * what the converter wants, -1 if the converter is broken.
903 */ 923 */
919 939
920 /* We make some assumptions - we assume if it takes money as it type, 940 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 941 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 942 * 3 gp and player drops a platinum, tough luck)
923 */ 943 */
924 if (!strcmp (CONV_FROM (converter), "money")) 944 if (CONV_FROM (converter) == shstr_money)
925 { 945 {
926 int cost;
927
928 if (item->type != MONEY) 946 if (item->type != MONEY)
929 return 0; 947 return 0;
930 948
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 949 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr) 950 if (!nr)
933 return 0; 951 return 0;
952
953 converter->play_sound (sound_find ("shop_buy"));
954
934 cost = nr * CONV_NEED (converter) / item->value; 955 int cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */ 956 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value) 957 if (nr * CONV_NEED (converter) % item->value)
937 cost++; 958 cost++;
959
938 decrease_ob_nr (item, cost); 960 decrease_ob_nr (item, cost);
939 961
940 price_in = cost * item->value; 962 price_in = cost * item->value;
941 } 963 }
942 else 964 else
943 { 965 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 968 return 0;
969
970 converter->play_sound (sound_find ("convert_item"));
947 971
948 if (CONV_NEED (converter)) 972 if (CONV_NEED (converter))
949 { 973 {
950 nr = item->nrof / CONV_NEED (converter); 974 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 975 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = item->value; 980 price_in = item->value;
957 item->destroy (); 981 item->destroy ();
958 } 982 }
959 } 983 }
960 984
961 if (converter->inv != NULL) 985 if (converter->inv)
962 { 986 {
963 object *ob; 987 object *ob;
964 int i; 988 int i;
965 object *ob_to_copy; 989 object *ob_to_copy;
966 990
967 /* select random object from inventory to copy */ 991 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 992 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 994 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 995 ob_to_copy = ob;
974 } 996
975 }
976 item = object_create_clone (ob_to_copy); 997 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 999 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 1000 }
980 else 1001 else
981 { 1002 {
982 if (converter->other_arch == NULL) 1003 if (converter->other_arch == NULL)
983 { 1004 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1005 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 1006 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 1007 return -1;
987 } 1008 }
988 1009
989 item = object_create_arch (converter->other_arch); 1010 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 1012 }
992 1013
993 if (CONV_NR (converter)) 1014 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter); 1015 item->nrof = CONV_NR (converter);
1016
995 if (nr) 1017 if (nr)
996 item->nrof *= nr; 1018 item->nrof *= nr;
1019
997 if (is_in_shop (converter)) 1020 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1021 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1022 else if (price_in < item->nrof * item->value)
1000 { 1023 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1024 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1025 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1026 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1027 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1028 * hopefully had something in mind when doing this.
1007 */ 1029 */
1008 } 1030 }
1031
1032 SET_FLAG (item, FLAG_IDENTIFIED);
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1033 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1034 return 1;
1011} 1035}
1012 1036
1013/** 1037/**
1014 * Handle apply on containers. 1038 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1039 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1040 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1041 * added the alchemical cauldron to the code -b.t.
1018 */ 1042 */
1019
1020int 1043int
1021apply_container (object *op, object *sack) 1044apply_container (object *op, object *sack)
1022{ 1045{
1023 char buf[MAX_BUF]; 1046 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1047 return 0; /* This might change */
1028 1048
1029 if (sack == NULL || sack->type != CONTAINER) 1049 if (!sack || sack->type != CONTAINER)
1030 { 1050 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1051 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1052 return 0;
1033 } 1053 }
1034 op->contr->last_used = NULL; 1054
1035 op->contr->last_used_id = 0; 1055 op->contr->last_used = 0;
1036 1056
1037 if (sack->env != op) 1057 if (sack->env && sack->env != op)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1060 return 1;
1038 { 1061 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1062
1063 // already applied == open on ground, or open in inv, or active in inv
1064 if (sack->flag [FLAG_APPLIED])
1065 {
1066 if (op->container == sack)
1040 { 1067 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1068 // open on ground or inv, so close
1069 op->close_container ();
1042 return 1; 1070 return 1;
1043 } 1071 }
1044 /* It's on the ground, the problems begin */ 1072 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1073 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1074 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1076 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1077 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1078
1081 if (tmp && tmp->type == CLOSE_CON) 1079 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1080 }
1081 else if (sack->env)
1082 {
1083 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1084 op->close_container ();
1090 { 1085 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1086 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1088 return 1;
1094 apply_container (op, tmp); 1089 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1090
1096 op->container = sack; 1091 // it's locked?
1097 strcat (buf, query_name (sack)); 1092 if (sack->slaying)
1098 strcat (buf, "."); 1093 {
1099 } 1094 if (object *tmp = find_key (op, op, sack))
1100 else 1095 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1096 else
1108 { 1097 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1098 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1099 return 1;
1145 } 1100 }
1146 }
1147 } 1101 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1102
1149 if (op->contr) 1103 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1104
1151 return 1; 1105 return 1;
1152} 1106}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1107
1279/** 1108/**
1280 * Handles dropping things on altar. 1109 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1110 * Returns true if sacrifice was accepted.
1282 */ 1111 */
1329 double opinion; 1158 double opinion;
1330 object *tmp, *next; 1159 object *tmp, *next;
1331 1160
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1162
1163 bool has_unpaid = false;
1164
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1166 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID])
1169 {
1170 has_unpaid = true;
1171 break;
1172 }
1173
1334 if (op->type != PLAYER) 1174 if (op->type != PLAYER)
1335 { 1175 {
1336 /* Remove all the unpaid objects that may be carried here. 1176 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1177 * This could be pets or monsters that are somehow in
1338 * the shop. 1178 * the shop.
1364 /* unpaid objects, or non living objects, can't transfer by 1204 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1205 * shop mats. Instead, put it on a nearby space.
1366 */ 1206 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1207 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1208 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1209 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1210 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1211
1373 if (i != -1) 1212 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1213 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1382 } 1221 }
1383 else if (can_pay (op) && get_payment (op)) 1222 else if (can_pay (op) && get_payment (op))
1384 { 1223 {
1385 /* this is only used for players */ 1224 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1225 rv = teleport (shop_mat, SHOP_MAT, op);
1226
1227 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op))
1230 op->contr->play_sound (sound_find ("shop_enter"));
1231 else
1232 op->contr->play_sound (sound_find ("shop_leave"));
1387 1233
1388 if (shop_mat->msg) 1234 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1236 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1237 * but there is never a guarantee that the bottom space on the map is
1406 } 1252 }
1407 } 1253 }
1408 else 1254 else
1409 { 1255 {
1410 /* if we get here, a player tried to leave a shop but was not able 1256 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1257 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1258 * they are not on the mat anymore
1413 */ 1259 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1260 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1261
1416 if (i == -1) 1262 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1263 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1264 else
1421 { 1265 {
1422 op->remove (); 1266 op->remove ();
1423 op->x += freearr_x[i]; 1267 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1268 op->y += freearr_y[i];
1435 */ 1279 */
1436static void 1280static void
1437apply_sign (object *op, object *sign, int autoapply) 1281apply_sign (object *op, object *sign, int autoapply)
1438{ 1282{
1439 readable_message_type *msgType; 1283 readable_message_type *msgType;
1440 char newbuf[HUGE_BUF];
1441 1284
1442 if (sign->msg == NULL) 1285 if (sign->msg == NULL)
1443 { 1286 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1287 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1445 return; 1288 return;
1449 { 1292 {
1450 if (sign->last_eat >= sign->stats.food) 1293 if (sign->last_eat >= sign->stats.food)
1451 { 1294 {
1452 if (!sign->move_on) 1295 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1297
1454 return; 1298 return;
1455 } 1299 }
1456 1300
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1301 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1302 sign->last_eat++;
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1310 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1311 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1469 return; 1313 return;
1470 } 1314 }
1315
1316 if (op->contr)
1317 if (client *ns = op->contr->ns)
1318 {
1319 ns->play_sound (sign->sound);
1471 msgType = get_readable_message_type (sign); 1320 msgType = get_readable_message_type (sign);
1321
1322 if (ns->can_msg)
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 }
1474} 1331}
1475 1332
1476/** 1333/**
1477 * 'victim' moves onto 'trap' 1334 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1335 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1358 * proper. This code was causing needless crashes.
1502 */ 1359 */
1503 if (recursion_depth >= 500) 1360 if (recursion_depth >= 500)
1504 { 1361 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1362 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1363 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1364 return;
1508 } 1365 }
1366
1509 recursion_depth++; 1367 recursion_depth++;
1510 if (trap->head) 1368 if (trap->head)
1511 trap = trap->head; 1369 trap = trap->head;
1512 1370
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1371 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1528 1386
1529 /* Just put in some sanity check. I think there is a bug in the 1387 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player 1388 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1389 * getting permanently paralyzed.
1532 */ 1390 */
1533 if (victim->speed_left < -50.0) 1391 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1392 victim->speed_left = -50.f;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1394 }
1537 goto leave; 1395 goto leave;
1538 1396
1539 case SPINNER: 1397 case SPINNER:
1611 1469
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 { 1471 {
1614 if (!sound_was_played) 1472 if (!sound_was_played)
1615 { 1473 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1474 trap->play_sound (sound_find ("fall_hole"));
1617 sound_was_played = 1; 1475 sound_was_played = 1;
1618 } 1476 }
1477
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 } 1480 }
1622 } 1481 }
1623 goto leave; 1482 goto leave;
1624 } 1483 }
1625 1484
1626
1627 case CONVERTER: 1485 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1486 if (convert_item (victim, trap) < 0)
1629 { 1487 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1489 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 } 1490 }
1491
1642 goto leave; 1492 goto leave;
1643 1493
1644 case TRIGGER_BUTTON: 1494 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1495 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1496 case TRIGGER_ALTAR:
1664 * Processing will happen if the head runs into the pit 1514 * Processing will happen if the head runs into the pit
1665 */ 1515 */
1666 if (victim->head) 1516 if (victim->head)
1667 goto leave; 1517 goto leave;
1668 1518
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1519 victim->play_sound (sound_find ("fall_hole"));
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave; 1522 goto leave;
1673 1523
1674 case EXIT: 1524 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1526 {
1677 /* Basically, don't show exits leading to random maps the 1527 /* Basically, don't show exits leading to random maps the
1678 * players output. 1528 * players output.
1679 */ 1529 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532
1682 enter_exit (victim, trap); 1533 victim->enter_exit (trap);
1683 } 1534 }
1684 goto leave; 1535 goto leave;
1685 1536
1686 case ENCOUNTER: 1537 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1538 /* may be some leftovers on this */
1702 1553
1703 apply_sign (victim, trap, 1); 1554 apply_sign (victim, trap, 1);
1704 goto leave; 1555 goto leave;
1705 1556
1706 case CONTAINER: 1557 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1558 apply_container (victim, trap);
1711 goto leave; 1559 goto leave;
1712 1560
1713 case RUNE: 1561 case RUNE:
1714 case TRAP: 1562 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 } 1566 }
1719 goto leave; 1567 goto leave;
1720 1568
1721 default: 1569 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1572 goto leave;
1725 } 1573 }
1726 1574
1727leave: 1575leave:
1728 recursion_depth--; 1576 recursion_depth--;
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1589 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1743 return; 1591 return;
1744 } 1592 }
1593
1745 if (tmp->msg == NULL) 1594 if (!tmp->msg)
1746 { 1595 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1748 return; 1597 return;
1749 } 1598 }
1750 1599
1751 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1602 if (!skill_ob)
1754 { 1603 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1756 return; 1605 return;
1757 } 1606 }
1607
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1610 {
1761 if (lev_diff < 2) 1611 if (lev_diff < 2)
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1773 return; 1623 return;
1774 } 1624 }
1775 1625
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1627
1628 if (player *pl = op->contr)
1629 if (client *ns = pl->ns)
1630 if (ns->can_msg)
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1641 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643 long_desc (tmp, op), &tmp->msg);
1781 1644
1782 /* gain xp from reading */ 1645 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1647 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1649
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1650 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1651 {
1789 /*exp_gain *= 2; because they just identified it too */ 1652 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1653 SET_FLAG (tmp, FLAG_IDENTIFIED);
1654
1791 /* If in a container, update how it looks */ 1655 /* If in a container, update how it looks */
1792 if (tmp->env) 1656 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1657 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1658 else
1795 op->contr->socket.update_look = 1; 1659 op->contr->ns->floorbox_update ();
1796 } 1660 }
1661
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1662 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1663 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1664 }
1800} 1665}
1801 1666
1849 return; 1714 return;
1850 } 1715 }
1851 return; 1716 return;
1852 } 1717 }
1853 1718
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1719 op->contr->play_sound (sound_find ("learn_spell"));
1855 tmp = object::create (); 1720
1856 spell->copy_to (tmp); 1721 tmp = spell->clone ();
1857 insert_ob_in_ob (tmp, op); 1722 insert_ob_in_ob (tmp, op);
1858 1723
1859 if (special_prayer) 1724 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1725 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1726
1864 esrv_add_spells (op->contr, tmp); 1727 esrv_add_spells (op->contr, tmp);
1865} 1728}
1866 1729
1867/** 1730/**
1907 1770
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1771 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1772 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1773 * legacy spellbooks
1911 */ 1774 */
1912
1913 if (tmp->slaying != NULL) 1775 if (tmp->slaying)
1914 { 1776 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell) 1778 if (!spell)
1917 { 1779 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1919 return; 1781 return;
1920 } 1782 }
1921 else 1783 else
1922 insert_ob_in_ob (spell, tmp); 1784 insert_ob_in_ob (spell, tmp);
1785
1923 tmp->slaying = NULL; 1786 tmp->slaying = 0;
1924 } 1787 }
1925 1788
1926 skop = find_skill_by_name (op, tmp->skill); 1789 skop = find_skill_by_name (op, tmp->skill);
1927 1790
1928 /* need a literacy skill to learn spells. Also, having a literacy level 1791 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */ 1792 * lower than the spell will make learning the spell more difficult */
1930 if (!skop) 1793 if (!skop)
1931 { 1794 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1933 return; 1796 return;
1934 } 1797 }
1935 1798
1936 spell = tmp->inv; 1799 spell = tmp->inv;
1937 1800
1938 if (!spell) 1801 if (!spell)
1939 { 1802 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1803 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1804 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1942 return; 1805 return;
1943 } 1806 }
1944 1807
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1808 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1809 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1948 return; 1811 return;
1949 } 1812 }
1950 1813
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1814 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1952 1815
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 { 1817 {
1955 identify (tmp); 1818 identify (tmp);
1819
1956 if (tmp->env) 1820 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1821 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else 1822 else
1959 op->contr->socket.update_look = 1; 1823 op->contr->ns->floorbox_update ();
1960 } 1824 }
1961 1825
1962 /* I removed the check for special_prayer_mark here - it didn't make 1826 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1827 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1828 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark. 1829 * they would have a special prayer mark.
1966 */ 1830 */
1967 if (check_spell_known (op, spell->name)) 1831 if (check_spell_known (op, spell->name))
1968 { 1832 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1833 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1970 return; 1834 return;
1971 } 1835 }
1972 1836
1973 if (spell->skill) 1837 if (spell->skill)
1974 { 1838 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1839 spell_skill = find_skill_by_name (op, spell->skill);
1976 1840
1977 if (!spell_skill) 1841 if (!spell_skill)
1978 { 1842 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1843 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1980 return; 1844 return;
1981 } 1845 }
1982 1846
1983 if (spell_skill->level < spell->level) 1847 if (spell_skill->level < spell->level)
1984 { 1848 {
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1880 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 } 1881 }
2018 else 1882 else
2019 { 1883 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1884 op->contr->play_sound (sound_find ("fumble_spell"));
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1885 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2022 } 1886 }
1887
2023 decrease_ob (tmp); 1888 decrease_ob (tmp);
2024} 1889}
2025 1890
2026/** 1891/**
2027 * Handles applying a spell scroll. 1892 * Handles applying a spell scroll.
2037 return; 1902 return;
2038 } 1903 }
2039 1904
2040 if (!tmp->inv || tmp->inv->type != SPELL) 1905 if (!tmp->inv || tmp->inv->type != SPELL)
2041 { 1906 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2043 return; 1908 return;
2044 } 1909 }
2045 1910
2046 if (op->type == PLAYER) 1911 if (op->type == PLAYER)
2047 { 1912 {
2053 */ 1918 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 1920
2056 if (!skop) 1921 if (!skop)
2057 { 1922 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1923 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2059 return; 1924 return;
2060 } 1925 }
2061 1926
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1927 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0); 1928 change_exp (op, exp_gain, skop->skill, 0);
2065 1930
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1932 identify (tmp);
2068 1933
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1934 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2070
2071 1935
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1936 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1937 decrease_ob (tmp);
2074} 1938}
2075 1939
2079 * chest. 1943 * chest.
2080 */ 1944 */
2081static void 1945static void
2082apply_treasure (object *op, object *tmp) 1946apply_treasure (object *op, object *tmp)
2083{ 1947{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1948 /* Nice side effect of new treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1949 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1950 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1951 * prevents people fromt moving chests to more difficult maps to get better
2091 * treasure 1952 * treasure
2092 */ 1953 */
2093
2094 treas = tmp->inv; 1954 object *treas = tmp->inv;
2095 if (treas == NULL) 1955
1956 if (!treas)
2096 { 1957 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2098 decrease_ob (tmp); 1959 decrease_ob (tmp);
2099 return; 1960 return;
2100 } 1961 }
1962
2101 while (tmp->inv) 1963 while (tmp->inv)
2102 { 1964 {
2103 treas = tmp->inv; 1965 treas = tmp->inv;
2104 1966
2105 treas->remove (); 1967 treas->remove ();
2187 /* special food hack -b.t. */ 2049 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2050 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp); 2051 eat_special_food (op, tmp);
2190 } 2052 }
2191 } 2053 }
2054
2192 handle_apply_yield (tmp); 2055 handle_apply_yield (tmp);
2193 decrease_ob (tmp); 2056 decrease_ob (tmp);
2194} 2057}
2195 2058
2196/** 2059/**
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2086 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2087 return 0;
2225 2088
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2089 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2090 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2091 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2092 if (tmp->type == FORCE)
2231 { 2093 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2094 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2095 else if (tmp->arch->archname == shstr_dragon_ability_force)
2235 abil = tmp; 2096 abil = tmp;
2236 }
2237 }
2238 2097
2239 /* if either skin or ability are missing, this is an old player 2098 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2099 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2100 if (skin == NULL || abil == NULL)
2242 return 0; 2101 return 0;
2283 /* doubled chance for resistance of ability-focus */ 2142 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2143 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2144 chance = MIN (100., chance * 2.);
2286 2145
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2146 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2147 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2148 {
2290 atnr_winner[winners] = i; 2149 atnr_winner[winners] = i;
2291 winners++; 2150 winners++;
2292 } 2151 }
2293 2152
2324 2183
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2185 {
2327 /* resistance increased! */ 2186 /* resistance increased! */
2328 skin->resist[i]++; 2187 skin->resist[i]++;
2329 fix_player (op); 2188 op->update_stats ();
2330 2189
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2190 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2192 }
2334 2193
2353 } 2212 }
2354 } 2213 }
2355 return 1; 2214 return 1;
2356} 2215}
2357 2216
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390}
2391
2392/** 2217/**
2393 * Handles applying an improve armor scroll. 2218 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2219 * Does some sanity checks, then calls improve_armour.
2395 */ 2220 */
2396static void 2221static void
2397apply_armour_improver (object *op, object *tmp) 2222apply_armour_improver (object *op, object *tmp)
2398{ 2223{
2399 object *armor; 2224 object *armor;
2400 2225
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2226 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2227 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2228 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2404 return; 2229 return;
2405 } 2230 }
2231
2406 armor = find_marked_object (op); 2232 armor = find_marked_object (op);
2233
2407 if (!armor) 2234 if (!armor)
2408 { 2235 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2236 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2237 return;
2411 } 2238 }
2239
2412 if (armor->type != ARMOUR 2240 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2241 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2242 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2243 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2419 2247
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2249 improve_armour (op, tmp, armor);
2422} 2250}
2423 2251
2424
2425extern void 2252extern void
2426apply_poison (object *op, object *tmp) 2253apply_poison (object *op, object *tmp)
2427{ 2254{
2428 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2429 { 2256 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2259 strcpy (op->contr->killer, "poisonous booze");
2433 } 2260 }
2261
2434 if (tmp->stats.hp > 0) 2262 if (tmp->stats.hp > 0)
2435 { 2263 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2438 } 2266 }
2267
2439 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2269 handle_apply_yield (tmp);
2441 decrease_ob (tmp); 2270 decrease_ob (tmp);
2442} 2271}
2443 2272
2444/** 2273/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2276 * -You can come back (there is another exit at the other side)
2448 * -You are 2277 * -You are
2449 * ° the owner of the exit 2278 * ° the owner of the exit
2450 * ° or in the same party as the owner 2279 * ° or in the same party as the owner
2451 * 2280 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2284 */
2456int 2285int
2457is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2458{ 2287{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2289 return 1; /*This is not a 2 way, so it is legal */
2290
2291#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2294#endif
2469 * all the exits in destination and try to find one with same path as 2295
2470 * the current exit's position */ 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2297
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2298 if (exitmap)
2476 { 2299 {
2300 exitmap->load_sync ();
2301
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2478 if (!tmp) 2304 if (!tmp)
2479 return 0; 2305 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2306
2307 for (; tmp; tmp = tmp->above)
2481 { 2308 {
2482 if (tmp->type != EXIT) 2309 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2310 continue; /*Not an exit */
2311
2484 if (!EXIT_PATH (tmp)) 2312 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2313 continue; /*Not a valid exit */
2314
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2316 continue; /*Not in the same place */
2317
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2318 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2319 continue; /*Not in the same map */
2490 2320
2491 /* From here we have found the exit is valid. However we do 2321 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the 2322 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2323 * town portals to prevent strangers from visiting your appartments
2494 */ 2324 */
2495 if (!exit->race) 2325 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2326 return 1; /*No owner, free for all! */
2327
2497 exit_owner = NULL; 2328 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2329
2330 for_all_players (pp)
2499 { 2331 {
2500 if (!pp->ob) 2332 if (!pp->ob)
2501 continue; 2333 continue;
2334
2502 if (pp->ob->name != exit->race) 2335 if (pp->ob->name != exit->race)
2503 continue; 2336 continue;
2337
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2339 break;
2506 } 2340 }
2341
2507 if (!exit_owner) 2342 if (!exit_owner)
2508 return 0; /* No more owner */ 2343 return 0; /* No more owner */
2344
2509 if (exit_owner->contr == op->contr) 2345 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2346 return 1; /*It is your exit */
2347
2511 if (exit_owner && /*There is a owner */ 2348 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2349 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2352 return 0;
2353
2516 return 1; 2354 return 1;
2517 } 2355 }
2518 } 2356 }
2357
2519 return 0; 2358 return 0;
2520} 2359}
2521
2522 2360
2523/** 2361/**
2524 * Main apply handler. 2362 * Main apply handler.
2525 * 2363 *
2526 * Checks for unpaid items before applying. 2364 * Checks for unpaid items before applying.
2534 * being applied. 2372 * being applied.
2535 * 2373 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2374 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2375 * them in this function - they are passed to apply_special
2538 */ 2376 */
2539
2540int 2377int
2541manual_apply (object *op, object *tmp, int aflag) 2378manual_apply (object *op, object *tmp, int aflag)
2542{ 2379{
2543 if (tmp->head) 2380 if (tmp->head)
2544 tmp = tmp->head; 2381 tmp = tmp->head;
2545 2382
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2547 { 2384 {
2548 if (op->type == PLAYER) 2385 if (op->type == PLAYER)
2549 { 2386 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2551 return 1; 2388 return 1;
2552 } 2389 }
2553 else 2390 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2391 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2392 }
2558 2393
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2560 return RESULT_INT (0); 2395 return RESULT_INT (0);
2561 2396
2562 switch (tmp->type) 2397 switch (tmp->type)
2563 { 2398 {
2564
2565 case CF_HANDLE: 2399 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2401 op->play_sound (sound_find ("turn_handle"));
2568 tmp->value = tmp->value ? 0 : 1; 2402 tmp->value = tmp->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2403 SET_ANIMATION (tmp, tmp->value);
2570 update_object (tmp, UP_OBJ_FACE); 2404 update_object (tmp, UP_OBJ_FACE);
2571 push_button (tmp); 2405 push_button (tmp);
2572 return 1; 2406 return 1;
2573 2407
2574 case TRIGGER: 2408 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2409 if (check_trigger (tmp, op))
2576 { 2410 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2412 op->play_sound (sound_find ("turn_handle"));
2579 } 2413 }
2580 else 2414 else
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2583 } 2416
2584 return 1; 2417 return 1;
2585 2418
2586 case EXIT: 2419 case EXIT:
2587 if (op->type != PLAYER) 2420 if (op->type != PLAYER)
2588 return 0; 2421 return 0;
2422
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2590 {
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2424 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2425 else
2594 { 2426 {
2595 /* Don't display messages for random maps. */ 2427 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2430
2598 enter_exit (op, tmp); 2431 op->enter_exit (tmp);
2599 } 2432 }
2433
2434 return 1;
2435
2436 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2438 // maybe show a spell menu to chose from or something like that
2600 return 1; 2439 return 1;
2601 2440
2602 case SIGN: 2441 case SIGN:
2603 apply_sign (op, tmp, 0); 2442 apply_sign (op, tmp, 0);
2604 return 1; 2443 return 1;
2608 { 2447 {
2609 apply_book (op, tmp); 2448 apply_book (op, tmp);
2610 return 1; 2449 return 1;
2611 } 2450 }
2612 else 2451 else
2613 {
2614 return 0; 2452 return 0;
2615 }
2616 2453
2617 case SKILLSCROLL: 2454 case SKILLSCROLL:
2618 if (op->type == PLAYER) 2455 if (op->type == PLAYER)
2619 { 2456 {
2620 apply_skillscroll (op, tmp); 2457 apply_skillscroll (op, tmp);
2621 return 1; 2458 return 1;
2622 } 2459 }
2460 else
2623 return 0; 2461 return 0;
2624 2462
2625 case SPELLBOOK: 2463 case SPELLBOOK:
2626 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2627 { 2465 {
2628 apply_spellbook (op, tmp); 2466 apply_spellbook (op, tmp);
2629 return 1; 2467 return 1;
2630 } 2468 }
2469 else
2631 return 0; 2470 return 0;
2632 2471
2633 case SCROLL: 2472 case SCROLL:
2634 apply_scroll (op, tmp, 0); 2473 apply_scroll (op, tmp, 0);
2635 return 1; 2474 return 1;
2636 2475
2637 case POTION: 2476 case POTION:
2638 (void) apply_potion (op, tmp); 2477 apply_potion (op, tmp);
2639 return 1; 2478 return 1;
2640 2479
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2480 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed?
2642 case CLOSE_CON: 2482 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env); 2483 apply_container (op, tmp->env);
2647 return 1; 2484 return 1;
2648 2485
2649 case CONTAINER: 2486 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp); 2487 apply_container (op, tmp);
2654 return 1; 2488 return 1;
2655 2489
2656 case TREASURE: 2490 case TREASURE:
2657 if (op->type == PLAYER) 2491 if (op->type == PLAYER)
2658 { 2492 {
2659 apply_treasure (op, tmp); 2493 apply_treasure (op, tmp);
2660 return 1; 2494 return 1;
2661 } 2495 }
2662 else 2496 else
2663 {
2664 return 0; 2497 return 0;
2665 }
2666 2498
2667 case WEAPON: 2499 case WEAPON:
2668 case ARMOUR: 2500 case ARMOUR:
2669 case BOOTS: 2501 case BOOTS:
2670 case GLOVES: 2502 case GLOVES:
2683 case LAMP: 2515 case LAMP:
2684 case BUILDER: 2516 case BUILDER:
2685 case SKILL_TOOL: 2517 case SKILL_TOOL:
2686 if (tmp->env != op) 2518 if (tmp->env != op)
2687 return 2; /* not in inventory */ 2519 return 2; /* not in inventory */
2520
2688 (void) apply_special (op, tmp, aflag); 2521 apply_special (op, tmp, aflag);
2689 return 1; 2522 return 1;
2690 2523
2691 case DRINK: 2524 case DRINK:
2692 case FOOD: 2525 case FOOD:
2693 case FLESH: 2526 case FLESH:
2697 case POISON: 2530 case POISON:
2698 apply_poison (op, tmp); 2531 apply_poison (op, tmp);
2699 return 1; 2532 return 1;
2700 2533
2701 case SAVEBED: 2534 case SAVEBED:
2702 if (op->type == PLAYER)
2703 {
2704 apply_savebed (op);
2705 return 1; 2535 return 1;
2706 }
2707 else
2708 {
2709 return 0;
2710 }
2711 2536
2712 case ARMOUR_IMPROVER: 2537 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER) 2538 if (op->type == PLAYER)
2714 { 2539 {
2715 apply_armour_improver (op, tmp); 2540 apply_armour_improver (op, tmp);
2716 return 1; 2541 return 1;
2717 } 2542 }
2718 else 2543 else
2719 {
2720 return 0; 2544 return 0;
2721 }
2722 2545
2723 case WEAPON_IMPROVER: 2546 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp); 2547 check_improve_weapon (op, tmp);
2725 return 1; 2548 return 1;
2726 2549
2727 case CLOCK: 2550 case CLOCK:
2728 if (op->type == PLAYER) 2551 if (op->type == PLAYER)
2729 { 2552 {
2732 2555
2733 get_tod (&tod); 2556 get_tod (&tod);
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2560 op->play_sound (sound_find ("sound_clock"));
2738 new_draw_info (NDI_UNIQUE, 0, op, buf); 2561 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2562 return 1;
2740 } 2563 }
2741 else 2564 else
2742 {
2743 return 0; 2565 return 0;
2744 }
2745 2566
2746 case MENU: 2567 case MENU:
2747 if (op->type == PLAYER) 2568 if (op->type == PLAYER)
2748 { 2569 {
2749 shop_listing (op); 2570 shop_listing (tmp, op);
2750 return 1; 2571 return 1;
2751 } 2572 }
2752 else 2573 else
2753 {
2754 return 0; 2574 return 0;
2755 }
2756 2575
2757 case POWER_CRYSTAL: 2576 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2577 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1; 2578 return 1;
2760 2579
2763 { 2582 {
2764 apply_lighter (op, tmp); 2583 apply_lighter (op, tmp);
2765 return 1; 2584 return 1;
2766 } 2585 }
2767 else 2586 else
2768 {
2769 return 0; 2587 return 0;
2770 }
2771 2588
2772 case ITEM_TRANSFORMER: 2589 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2590 apply_item_transformer (op, tmp);
2774 return 1; 2591 return 1;
2775 2592
2788int 2605int
2789player_apply (object *pl, object *op, int aflag, int quiet) 2606player_apply (object *pl, object *op, int aflag, int quiet)
2790{ 2607{
2791 int tmp; 2608 int tmp;
2792 2609
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2610 if (op->env && (pl->move_type & MOVE_FLYING))
2794 { 2611 {
2795 /* player is flying and applying object not in inventory */ 2612 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2614 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2615 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2799 return 0; 2616 return 0;
2800 } 2617 }
2801 } 2618 }
2802 2619
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2620 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2621
2818 tmp = manual_apply (pl, op, aflag); 2622 tmp = manual_apply (pl, op, aflag);
2819 if (!quiet) 2623 if (!quiet)
2820 { 2624 {
2821 if (tmp == 0) 2625 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2626 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2823 else if (tmp == 2) 2627 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 } 2629 }
2630
2826 return tmp; 2631 return tmp;
2827} 2632}
2828 2633
2829/** 2634/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2635 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise 2636 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2637 * we use the ground.
2833 */ 2638 */
2834
2835void 2639void
2836player_apply_below (object *pl) 2640player_apply_below (object *pl)
2837{ 2641{
2838 object *tmp, *next;
2839 int floors; 2642 int floors = 0;
2840 2643
2841 /* If using a container, set the starting item to be the top 2644 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2645 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2646 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2647 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2648 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2649 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2650 * not return a proper value.
2851 */ 2651 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2652 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2653 {
2854 next = tmp->below; 2654 next = tmp->below;
2655
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2656 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2657 floors++;
2857 else if (floors > 0) 2658 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2659 return; /* process only floor objects after first floor object */
2859 2660
2879 * to keep the size of apply_special to a more managable size. 2680 * to keep the size of apply_special to a more managable size.
2880 */ 2681 */
2881static int 2682static int
2882unapply_special (object *who, object *op, int aflags) 2683unapply_special (object *who, object *op, int aflags)
2883{ 2684{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2685 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2686 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2687 return RESULT_INT (0);
2886 2688
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2689 CLEAR_FLAG (op, FLAG_APPLIED);
2690
2890 switch (op->type) 2691 switch (op->type)
2891 { 2692 {
2693 case SKILL_TOOL:
2694 // unapplying a skill tool should also unapply the skill it governs
2695 // but this is hard, as it shouldn't do so when the skill can
2696 // be used for other reasons
2697 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2698 if (tmp->skill == op->skill
2699 && tmp->type == SKILL
2700 && tmp->flag [FLAG_APPLIED]
2701 && !tmp->flag [FLAG_CAN_USE_SKILL])
2702 unapply_special (who, tmp, 0);
2703
2704 change_abil (who, op);
2705 break;
2706
2892 case WEAPON: 2707 case WEAPON:
2708 if (player *pl = who->contr)
2709 if (op == pl->combat_ob)
2710 {
2711 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob);
2713 }
2714
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2894 2716
2895 (void) change_abil (who, op); 2717 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2718 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2719 break;
2900 2720
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2721 case SKILL:
2903 if (op != who->chosen_skill) 2722 if (who->contr)
2904 { 2723 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2724 if (!op->invisible)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2726 else
2727 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2906 } 2728 }
2907 if (who->type == PLAYER) 2729
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op); 2730 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2731 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2732 break;
2924 2733
2925 case ARMOUR: 2734 case ARMOUR:
2926 case HELMET: 2735 case HELMET:
2931 case AMULET: 2740 case AMULET:
2932 case GIRDLE: 2741 case GIRDLE:
2933 case BRACERS: 2742 case BRACERS:
2934 case CLOAK: 2743 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2936 (void) change_abil (who, op); 2745 change_abil (who, op);
2937 break; 2746 break;
2747
2938 case LAMP: 2748 case LAMP:
2749 {
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2940 tmp2 = arch_to_object (op->other_arch); 2752 object *tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x; 2753 tmp2->x = op->x;
2942 tmp2->y = op->y; 2754 tmp2->y = op->y;
2943 tmp2->map = op->map; 2755 tmp2->map = op->map;
2944 tmp2->below = op->below; 2756 tmp2->below = op->below;
2945 tmp2->above = op->above; 2757 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food; 2758 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2760
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951 2763
2952 if (who->type == PLAYER) 2764 if (who->contr)
2953 esrv_del_item (who->contr, op->count); 2765 esrv_del_item (who->contr, op->count);
2954 2766
2955 op->destroy (); 2767 op->destroy ();
2956 insert_ob_in_ob (tmp2, who); 2768 insert_ob_in_ob (tmp2, who);
2957 fix_player (who); 2769 who->update_stats ();
2770
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 { 2772 {
2960 if (who->type == PLAYER) 2773 if (who->contr)
2961 { 2774 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 } 2777 }
2965 } 2778 }
2966 if (who->type == PLAYER) 2779
2780 if (who->contr)
2967 esrv_send_item (who, tmp2); 2781 esrv_send_item (who, tmp2);
2782 }
2783
2968 return 1; /* otherwise, an attempt to drop causes problems */ 2784 return 1; /* otherwise, an attempt to drop causes problems */
2969 break; 2785
2970 case BOW: 2786 case BOW:
2971 case WAND: 2787 case WAND:
2972 case ROD: 2788 case ROD:
2973 case HORN: 2789 case HORN:
2974 clear_skill (who); 2790 if (player *pl = who->contr)
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 { 2791 {
2978 who->contr->shoottype = range_none; 2792 if (op == pl->ranged_ob)
2793 {
2794 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob);
2796 }
2797
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 } 2799 }
2980 else 2800 else
2981 { 2801 {
2802 who->change_skill (0);
2803
2982 if (op->type == BOW) 2804 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2805 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2806 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2807 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2808 }
2809
2987 break; 2810 break;
2988 2811
2989 case BUILDER: 2812 case BUILDER:
2813 if (who->contr)
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 2815 break;
2994 2816
2995 default: 2817 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break; 2819 break;
2998 } 2820 }
2999 2821
3000 fix_player (who); 2822 who->update_stats ();
3001 2823
3002 if (!(aflags & AP_NO_MERGE)) 2824 if (!(aflags & AP_NO_MERGE))
3003 { 2825 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL); 2826 object *tmp = merge_ob (op, 0);
3007 if (who->type == PLAYER) 2827
2828 if (who->contr)
3008 { 2829 {
3009 if (tmp) 2830 if (tmp)
3010 { /* it was merged */ 2831 { /* it was merged */
3011 esrv_del_item (who->contr, op->count); 2832 esrv_del_item (who->contr, op->count);
3012 op = tmp; 2833 op = tmp;
3013 } 2834 }
3014 2835
3015 esrv_send_item (who, op); 2836 esrv_send_item (who, op);
3016 } 2837 }
3017 } 2838 }
2839
3018 return 0; 2840 return 0;
3019} 2841}
3020 2842
3021/** 2843/**
3022 * Returns the object that is using location 'loc'. 2844 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2845 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 2846 * then go through the below of this. In this way, you can do
3025 * something like: 2847 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2848 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2849 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 2850 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 2851 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 2852 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 2853 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 2854 * invisible other objects that use
3033 * up body locations can be used as restrictions. 2855 * up body locations can be used as restrictions.
3034 */ 2856 */
3035object * 2857static object *
3036get_item_from_body_location (object *start, int loc) 2858get_next_item_from_body_location (int loc, object *start)
3037{ 2859{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 2860 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2861 if (tmp->flag [FLAG_APPLIED]
2862 && tmp->slot[loc].info
2863 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 2864 return tmp;
3046 2865
3047 return NULL; 2866 return 0;
3048} 2867}
3049
3050
3051 2868
3052/** 2869/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 2870 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 2871 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 2872 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 2875 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 2876 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 2877 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 2878 * another function that does just that.
3062 */ 2879 */
2880
2881#define CANNOT_REMOVE_CURSED \
2882 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883 "Praying over an altar, scrolls of remove curse/damnation, " \
2884 "priests or even other players might help.>"
2885
3063int 2886int
3064unapply_for_ob (object *who, object *op, int aflags) 2887unapply_for_ob (object *who, object *op, int aflags)
3065{ 2888{
3066 int i; 2889 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 2890 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2892 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 2893 {
3080 if (aflags & AP_PRINT) 2894 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3082 else 2896 else
3083 unapply_special (who, tmp, aflags); 2897 unapply_special (who, tmp, aflags);
3084 } 2898 }
3085 else 2899 else
3086 { 2900 {
3087 /* In this case, we want to try and remove a cursed item. 2901 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 2902 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 2903 * at least generate the message.
3090 */ 2904 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2905 new_draw_info_format (NDI_UNIQUE, 0, who,
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
3092 return 1; 2908 return 1;
3093 }
3094
3095 } 2909 }
3096 }
3097 }
3098 2910
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 2912 {
3101 /* this used up a slot that we need to free */ 2913 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 2914 if (op->slot[i].info)
3103 { 2915 {
3104 last = who->inv; 2916 object *last = who->inv;
3105 2917
3106 /* We do a while loop - may need to remove several items in order 2918 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 2919 * to free up enough slots.
3108 */ 2920 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 2921 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 2922 {
3111 tmp = get_item_from_body_location (last, i); 2923 object *tmp = get_next_item_from_body_location (i, last);
2924
3112 if (!tmp) 2925 if (!tmp)
3113 { 2926 {
3114#if 0 2927#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 2928 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 2929 * equipped.
3117 */ 2930 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2931 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 2932#endif
3120 return 1; 2933 return 1;
3121 } 2934 }
2935
3122 /* If we are just printing, we don't care about cursed status */ 2936 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2937 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 2938 {
3125 if (aflags & AP_PRINT) 2939 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3132 /* Cursed item that we can't unequip - tell the player. 2946 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 2947 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 2948 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 2949 * one cursed ring.)
3136 */ 2950 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2951 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3138 } 2952 }
2953
3139 last = tmp->below; 2954 last = tmp->below;
3140 } 2955 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2956 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 2957 * return in the !tmp would have kicked in.
3143 */ 2958 */
3144 } /* if op is using this body location */ 2959 } /* if op is using this body location */
3145 } /* for body lcoations */ 2960 } /* for body lcoations */
2961
3146 return 0; 2962 return 0;
3147} 2963}
3148 2964
3149/** 2965/**
3150 * Checks to see if 'who' can apply object 'op'. 2966 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 2967 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 2968 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 2969 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2970 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 2971 * is set, do we really care what the other flags may be?)
3156 * 2972 *
3157 * See include/define.h for detailed description of the meaning of 2973 * See include/define.h for detailed description of the meaning of
3158 * these return values. 2974 * these return values.
3159 */ 2975 */
3160int 2976int
3161can_apply_object (object *who, object *op) 2977can_apply_object (object *who, object *op)
3162{ 2978{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2979 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 2980 return RESULT_INT (0);
3165 2981
3166 int i, retval = 0; 2982 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 2983 object *tmp = 0, *ws = 0;
3168 2984
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2985 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 2986 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2987 if (op->slot[i].info)
3177 { 2988 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2989 /* Item uses more slots than we have */
2990 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 2991 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 2992 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 2993 * really needed.
3196 */ 2994 */
3197 retval |= CAN_APPLY_NEVER; 2995 retval |= CAN_APPLY_NEVER;
3198 } 2996 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 2997 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 2998 {
3201 /* in this case, equipping this would use more free spots than 2999 /* in this case, equipping this would use more free spots than
3202 * we have. 3000 * we have.
3203 */ 3001 */
3204 object *tmp1;
3205
3206 3002
3207 /* if we have an applied weapon/shield, and unapply it would free 3003 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 3004 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3005 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 3006 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3007 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3008 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3009 * may be two handed for example.
3214 */ 3010 */
3215 if (ws) 3011 if (ws)
3216 { 3012 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 3013 {
3219 retval |= CAN_APPLY_UNAPPLY; 3014 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3015 continue;
3221 } 3016 }
3222 }
3223 3017
3224 tmp1 = get_item_from_body_location (who->inv, i); 3018 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3019 if (!tmp1)
3226 { 3020 {
3227#if 0 3021#if 0
3228 /* This is sort of an error, but happens a lot when old players 3022 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed. 3023 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 3031 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3032 * is different than we had found before, it means they need
3239 * to apply multiple objects 3033 * to apply multiple objects
3240 */ 3034 */
3241 retval |= CAN_APPLY_UNAPPLY; 3035 retval |= CAN_APPLY_UNAPPLY;
3036
3242 if (!tmp) 3037 if (!tmp)
3243 tmp = tmp1; 3038 tmp = tmp1;
3244 else if (tmp != tmp1) 3039 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3040 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3041
3248 /* This object isn't using up all the slots, so there must 3042 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 3043 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3044 * the slots, the player then has a choice.
3251 */ 3045 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3046 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3047 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3048 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3049
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3050 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3051 * equipped? If not, there must be something else to unapply.
3257 */ 3052 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3053 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3054 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3055 }
3262 } /* if not enough free slots */ 3056 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3057 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3058 } /* for i -> num_body_locations loop */
3265 3059
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3064 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3065 * all use the same location.
3272 */ 3066 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3067 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3068 retval |= CAN_APPLY_RESTRICTION;
3069
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3070 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3071 retval |= CAN_APPLY_RESTRICTION;
3277 3072
3278
3279 if (who->type != PLAYER) 3073 if (who->type != PLAYER)
3280 { 3074 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3075 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3076 retval |= CAN_APPLY_RESTRICTION;
3077
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3078 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3079 retval |= CAN_APPLY_RESTRICTION;
3080
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3081 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3082 retval |= CAN_APPLY_RESTRICTION;
3083
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3084 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3085 retval |= CAN_APPLY_RESTRICTION;
3289 } 3086 }
3087
3290 return retval; 3088 return retval;
3291} 3089}
3292
3293
3294 3090
3295/** 3091/**
3296 * who is the object using the object. It can be a monster. 3092 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3093 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3094 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3103 * AP_UNAPPLY=always unapply).
3308 * 3104 *
3309 * Optional flags: 3105 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3106 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3107 * AP_IGNORE_CURSE: unapply cursed items
3108 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3109 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3110 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3111 *
3315 * apply_special() doesn't check for unpaid items. 3112 * apply_special() doesn't check for unpaid items.
3316 */ 3113 */
3114
3115#define LACK_ITEM_POWER \
3116 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117
3317int 3118int
3318apply_special (object *who, object *op, int aflags) 3119apply_special (object *who, object *op, int aflags)
3319{ 3120{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3121 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3122 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3123
3324 if (who == NULL) 3124 if (who == NULL)
3325 { 3125 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3126 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3127 return 1;
3337 if (basic_flag == AP_APPLY) 3137 if (basic_flag == AP_APPLY)
3338 return 0; 3138 return 0;
3339 3139
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3140 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3141 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3142 new_draw_info_format (NDI_UNIQUE, 0, who,
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3343 return 1; 3145 return 1;
3344 } 3146 }
3147
3345 return unapply_special (who, op, aflags); 3148 return unapply_special (who, op, aflags);
3346 } 3149 }
3347 3150
3348 if (basic_flag == AP_UNAPPLY) 3151 if (basic_flag == AP_UNAPPLY)
3349 return 0; 3152 return 0;
3350 3153
3351 i = can_apply_object (who, op); 3154 // if the item is combat/ranged, wield the relevant slot first
3155 // to resolve conflicts.
3156 if (player *pl = who->contr)
3157 switch (op->slottype ())
3158 {
3159 case slot_combat: who->change_weapon (pl->combat_ob); break;
3160 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3161 }
3162
3163 splay (op);
3352 3164
3353 /* Can't just apply this object. Lets see what not and what to do */ 3165 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3166 if (int i = can_apply_object (who, op))
3355 { 3167 {
3356 if (i & CAN_APPLY_NEVER) 3168 if (i & CAN_APPLY_NEVER)
3357 { 3169 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3170 new_draw_info_format (NDI_UNIQUE, 0, who,
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3359 return 1; 3173 return 1;
3360 } 3174 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3175 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3176 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3177 new_draw_info_format (NDI_UNIQUE, 0, who,
3178 "You have a prohibition against using a %s. "
3179 "H<Your belief, profession or class prevents you from applying this item.>",
3180 query_name (op));
3364 return 1; 3181 return 1;
3365 } 3182 }
3183
3366 if (who->type != PLAYER) 3184 if (who->type != PLAYER)
3367 { 3185 {
3368 /* Some error, so don't try to equip something more */ 3186 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3187 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3188 return 1;
3371 } 3189 }
3372 else 3190 else
3373 { 3191 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3192 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3193 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3194 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3195 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3196 return 1;
3379 } 3197 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3198 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3199 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3200 return 1;
3385 } 3201 }
3386 }
3387 } 3202 }
3203
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3204 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3205 {
3390 skop = find_skill_by_name (who, op->skill); 3206 skop = find_skill_by_name (who, op->skill);
3207
3391 if (!skop) 3208 if (!skop)
3392 { 3209 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3394 return 1; 3211 return 1;
3395 } 3212 }
3396 else 3213 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3214 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3215 * skill so that the dam and wc get updated
3400 */ 3216 */
3401 change_skill (who, skop, 0); 3217 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3218 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3219
3220 if (who->type == PLAYER
3221 && op->item_power
3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 {
3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3226 return 1;
3409 } 3227 }
3410
3411 3228
3412 /* Ok. We are now at the state where we can apply the new object. 3229 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3230 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3231 * below - that is already taken care of by can_apply_object.
3415 */ 3232 */
3416
3417
3418 if (op->nrof > 1) 3233 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1); 3234 tmp = get_split_ob (op, op->nrof - 1);
3420 else 3235 else
3421 tmp = NULL; 3236 tmp = 0;
3422 3237
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3238 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3239 return RESULT_INT (0);
3425 3240
3426 switch (op->type) 3241 switch (op->type)
3427 { 3242 {
3428 case WEAPON: 3243 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3244 if (!check_weapon_power (who, op->last_eat))
3430 { 3245 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3247 "It would consume your soul!." LACK_ITEM_POWER);
3248
3433 if (tmp != NULL) 3249 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3251
3435 return 1; 3252 return 1;
3436 } 3253 }
3254
3255 //TODO: this obviously fails for players using a shorter prefix
3256 // i.e. "R" can use Ragnarok's sword.
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3258 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3259 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3260 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3261 new_draw_info (NDI_UNIQUE, 0, who,
3262 "The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>");
3264
3442 if (tmp != NULL) 3265 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3266 insert_ob_in_ob (tmp, who);
3267
3444 return 1; 3268 return 1;
3445 } 3269 }
3270
3271 if (!skop)
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3274 return 1;
3275 }
3276
3446 SET_FLAG (op, FLAG_APPLIED); 3277 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3278 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3279
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3280 if (who->contr)
3281 who->change_weapon (who->contr->combat_ob = op);
3452 3282
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454 3284
3285 SET_FLAG (who, FLAG_READY_WEAPON);
3455 (void) change_abil (who, op); 3286 change_abil (who, op);
3456 break; 3287 break;
3457 3288
3458 case ARMOUR: 3289 case ARMOUR:
3459 case HELMET: 3290 case HELMET:
3460 case SHIELD: 3291 case SHIELD:
3465 case CLOAK: 3296 case CLOAK:
3466 case RING: 3297 case RING:
3467 case AMULET: 3298 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3299 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3470 (void) change_abil (who, op); 3301 change_abil (who, op);
3471 break; 3302 break;
3303
3472 case LAMP: 3304 case LAMP:
3473 if (op->stats.food < 1) 3305 if (op->stats.food < 1)
3474 { 3306 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3307 new_draw_info_format (NDI_UNIQUE, 0, who,
3308 "Your %s is out of fuel! "
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3476 return 1; 3310 return 1;
3477 } 3311 }
3312
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch); 3314 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food; 3315 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED); 3316 SET_FLAG (tmp2, FLAG_APPLIED);
3317
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3319 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320
3484 insert_ob_in_ob (tmp2, who); 3321 insert_ob_in_ob (tmp2, who);
3485 3322
3486 /* Remove the old lantern */ 3323 /* Remove the old lantern */
3487 if (who->type == PLAYER) 3324 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count); 3325 esrv_del_item (who->contr, op->count);
3489 3326
3490 op->destroy (); 3327 op->destroy ();
3491 3328
3492 /* insert the portion that was split off */ 3329 /* insert the portion that was split off */
3493 if (tmp != NULL) 3330 if (tmp)
3494 { 3331 {
3495 (void) insert_ob_in_ob (tmp, who); 3332 insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER) 3333 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp); 3334 esrv_send_item (who, tmp);
3498 } 3335 }
3499 fix_player (who); 3336
3337 who->update_stats ();
3338
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER) 3340 if (who->type == PLAYER)
3503 { 3341 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 } 3346 }
3507 } 3347
3508 if (who->type == PLAYER) 3348 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2); 3349 esrv_send_item (who, tmp2);
3350
3510 return 0; 3351 return 0;
3352
3353 case SKILL_TOOL:
3354 // applying a skill tool also readies the skill
3355 SET_FLAG (op, FLAG_APPLIED);
3356
3357 if (!(aflags & AP_NO_READY))
3358 {
3359 skop = find_skill_by_name (who, op->skill);
3360 if (!skop->flag [FLAG_APPLIED])
3361 apply_special (who, skop, AP_APPLY);
3362 }
3511 break; 3363 break;
3512 3364
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3365 case SKILL:
3515 case SKILL_TOOL: 3366 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 3367 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3368 if (IS_COMBAT_SKILL (op->subtype))
3519 return 1;
3520 }
3521 if (who->type == PLAYER)
3522 { 3369 {
3523 who->contr->shoottype = range_skill; 3370 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3524 who->contr->ranges[range_skill] = op; 3371 {
3372 for (object *item = who->inv; item; item = item->below)
3373 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3374 {
3375 if (item->skill == op->skill)
3376 {
3377 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon;
3379 }
3380 }
3381
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You need to apply a '%s' melee weapon before readying this skill. "
3384 "H<Some skills need an item, in this case a melee weapon, to function.>",
3385 &op->skill);
3386 return 1;
3387
3388 found_weapon:;
3389 }
3390 else
3391 who->change_weapon (pl->combat_ob = op);
3392 }
3393 else if (IS_RANGED_SKILL (op->subtype))
3394 {
3395 if (skill_flags [op->subtype] & SF_NEED_BOW)
3396 {
3397 for (object *item = who->inv; item; item = item->below)
3398 if (item->type == BOW && item->flag [FLAG_APPLIED])
3399 {
3400 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow;
3403 }
3404
3405 new_draw_info (NDI_UNIQUE, 0, who,
3406 "You need to apply a missile weapon before readying this skill. "
3407 "H<Some skills need an item, in this case a missile weapon, to function.>");
3408 return 1;
3409
3410 found_bow:;
3411 }
3412 else
3413 who->change_weapon (pl->ranged_ob = op);
3414 }
3415
3525 if (!op->invisible) 3416 if (!op->invisible)
3526 { 3417 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 } 3420 }
3530 else 3421 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 }
3534 } 3423 }
3424 else
3425 {
3535 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3427 change_abil (who, op);
3537 who->chosen_skill = op; 3428 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3429 SET_FLAG (who, FLAG_READY_SKILL);
3430 }
3431
3539 break; 3432 break;
3540 3433
3541 case BOW: 3434 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3435 if (!check_weapon_power (who, op->last_eat))
3543 { 3436 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3437 new_draw_info (NDI_UNIQUE, 0, who,
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439
3546 if (tmp != NULL) 3440 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3441 insert_ob_in_ob (tmp, who);
3442
3548 return 1; 3443 return 1;
3549 } 3444 }
3445
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 { 3447 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>");
3553 if (tmp != NULL) 3451 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3452 insert_ob_in_ob (tmp, who);
3453
3555 return 1; 3454 return 1;
3556 } 3455 }
3456
3557 /*FALLTHROUGH*/ case WAND: 3457 /*FALLTHROUGH*/
3458 case WAND:
3558 case ROD: 3459 case ROD:
3559 case HORN: 3460 case HORN:
3560 /* check for skill, alter player status */ 3461 /* check for skill, alter player status */
3462
3463 if (!skop)
3464 {
3465 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3466 return 1;
3467 }
3468
3561 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3470 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3471
3566 if (who->type == PLAYER) 3472 if (who->contr)
3567 { 3473 {
3474 who->contr->ranged_ob = op;
3475
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3477
3568 if (op->type == BOW) 3478 if (op->type == BOW)
3569 { 3479 {
3480 who->current_weapon = op;
3570 (void) change_abil (who, op); 3481 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who, 3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3483 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3484 }
3579 } 3485 }
3580 else 3486 else
3581 { 3487 {
3582 if (op->type == BOW) 3488 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3489 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3490 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3491 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3492 }
3493
3587 break; 3494 break;
3588 3495
3589 case BUILDER: 3496 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3497 if (who->type == PLAYER)
3498 {
3499 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3501 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3502
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3503 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3504
3505 who->contr->ranged_ob = op;
3506 }
3595 break; 3507 break;
3596 3508
3597 default: 3509 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3599 } /* end of switch op->type */ 3511 } /* end of switch op->type */
3600 3512
3601 SET_FLAG (op, FLAG_APPLIED); 3513 SET_FLAG (op, FLAG_APPLIED);
3602 3514
3603 if (tmp != NULL) 3515 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3516 tmp = insert_ob_in_ob (tmp, who);
3605 3517
3606 fix_player (who); 3518 who->update_stats ();
3607 3519
3608 /* We exclude spell casting objects. The fire code will set the 3520 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3521 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3522 * you don't know anything about them.
3611 */ 3523 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3524 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3525 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3526
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3528 if (who->type == PLAYER)
3618 { 3529 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3530 new_draw_info (NDI_UNIQUE, 0, who,
3531 "Oops, it feels deadly cold! "
3532 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3533 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3534 }
3622 } 3535
3623 if (who->type == PLAYER) 3536 if (who->type == PLAYER)
3624 { 3537 {
3625 /* if multiple objects were applied, update both slots */ 3538 /* if multiple objects were applied, update both slots */
3626 if (tmp) 3539 if (tmp)
3627 esrv_send_item (who, tmp); 3540 esrv_send_item (who, tmp);
3541
3628 esrv_send_item (who, op); 3542 esrv_send_item (who, op);
3629 } 3543 }
3544
3630 return 0; 3545 return 0;
3631} 3546}
3632
3633 3547
3634int 3548int
3635monster_apply_special (object *who, object *op, int aflags) 3549monster_apply_special (object *who, object *op, int aflags)
3636{ 3550{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3551 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1; 3552 return 1;
3553
3639 return apply_special (who, op, aflags); 3554 return apply_special (who, op, aflags);
3640} 3555}
3641 3556
3642/** 3557/**
3643 * Map was just loaded, handle op's initialisation. 3558 * Map was just loaded, handle op's initialisation.
3651 int i; 3566 int i;
3652 3567
3653 switch (op->type) 3568 switch (op->type)
3654 { 3569 {
3655 case SHOP_FLOOR: 3570 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3571 if (!op->has_random_items ())
3657 return 0; 3572 return 0;
3658 3573
3659 do 3574 do
3660 { 3575 {
3661 i = 10; /* let's give it 10 tries */ 3576 i = 10; /* let's give it 10 tries */
3681 3596
3682 case TREASURE: 3597 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3598 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3599 return 0;
3685 3600
3686 while ((op->stats.hp--) > 0) 3601 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3602 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3603 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3604
3690 /* If we generated an object and put it in this object inventory, 3605 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3606 * move it to the parent object as the current object is about
3708 } 3623 }
3709 return tmp ? 1 : 0; 3624 return tmp ? 1 : 0;
3710} 3625}
3711 3626
3712/** 3627/**
3713 * fix_auto_apply goes through the entire map (only the first time 3628 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3629 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3630 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3631 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3632 */
3718void 3633void
3719fix_auto_apply (maptile *m) 3634maptile::fix_auto_apply ()
3720{ 3635{
3721 object *tmp, *above = NULL; 3636 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3637 return;
3726 3638
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3639 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3640 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3641 {
3731 above = tmp->above; 3642 object *above = tmp->above;
3732 3643
3733 if (tmp->inv) 3644 if (tmp->inv)
3734 { 3645 {
3735 object *invtmp, *invnext; 3646 object *invtmp, *invnext;
3736 3647
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3648 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3738 { 3649 {
3739 invnext = invtmp->below; 3650 invnext = invtmp->below;
3740 3651
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3652 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3653 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3654 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3655 {
3745 while ((invtmp->stats.hp--) > 0) 3656 while ((invtmp->stats.hp--) > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658
3659 invtmp->randomitems = NULL;
3660 }
3661 else if (invtmp && invtmp->arch
3662 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3663 {
3664 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3665 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3666 * treasure again for this object
3756 */ 3667 */
3757 invtmp->randomitems = NULL; 3668 invtmp->randomitems = NULL;
3758 } 3669 }
3759 } 3670 }
3760 /* This is really temporary - the code at the bottom will 3671 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3672 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3673 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3674 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3675 * MSW 2004-05-13
3765 * 3676 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3677 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3678 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3679 * Ryo 2004-08-16
3769 */ 3680 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3681 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3682 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3683 tmp->randomitems = NULL;
3684
3783 } 3685 }
3686
3687 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3688 auto_apply (tmp);
3689 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3690 {
3691 while ((tmp->stats.hp--) > 0)
3692 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3693 tmp->randomitems = NULL;
3694 }
3784 else if (tmp->type == TIMED_GATE) 3695 else if (tmp->type == TIMED_GATE)
3785 { 3696 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3697 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3698
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3699 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3700 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3701 }
3794 /* This function can be called everytime a map is loaded, even when 3702 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure 3703 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out 3704 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything. 3705 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters 3706 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3707 * which say how many times to make the treasure.
3800 */ 3708 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3709 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3710 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3711 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3712 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3713 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3714 tmp->randomitems = NULL;
3807 } 3715 }
3716
3717 // close all containers
3718 else if (tmp->type == CONTAINER)
3719 tmp->flag [FLAG_APPLIED] = 0;
3720
3721 tmp = above;
3808 } 3722 }
3809 3723
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3724 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3725 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3726 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3727 check_trigger (tmp, tmp->above);
3815} 3728}
3816 3729
3817/** 3730/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3731 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3732 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3733 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3734 * the food changes, just grab a force and use that instead.
3822 */ 3735 */
3823
3824void 3736void
3825eat_special_food (object *who, object *food) 3737eat_special_food (object *who, object *food)
3826{ 3738{
3827 object *force; 3739 object *force;
3828 int i, did_one = 0; 3740 int i, did_one = 0;
3829 sint8 k;
3830 3741
3831 force = get_archetype (FORCE_NAME); 3742 force = get_archetype (FORCE_NAME);
3832 3743
3833 for (i = 0; i < NUM_STATS; i++) 3744 for (i = 0; i < NUM_STATS; i++)
3834 { 3745 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3746 {
3838 set_attr_value (&force->stats, i, k); 3747 force->stats.stat (i) = k;
3839 did_one = 1; 3748 did_one = 1;
3840 } 3749 }
3841 }
3842 3750
3843 /* check if we can protect the eater */ 3751 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3752 for (i = 0; i < NROFATTACKS; i++)
3845 { 3753 {
3846 if (food->resist[i] > 0) 3754 if (food->resist[i] > 0)
3847 { 3755 {
3848 force->resist[i] = food->resist[i] / 2; 3756 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3757 did_one = 1;
3850 } 3758 }
3851 } 3759 }
3760
3852 if (did_one) 3761 if (did_one)
3853 { 3762 {
3854 force->speed = 0.1; 3763 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3764 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3765 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3766 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3767 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3768 insert_ob_in_ob (force, who);
3862 } 3769 }
3863 else 3770 else
3866 /* check for hp, sp change */ 3773 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3774 if (food->stats.hp != 0)
3868 { 3775 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3776 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3777 {
3871 strcpy (who->contr->killer, food->name); 3778 assign (who->contr->killer, food->name);
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3779 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3874 } 3781 }
3875 else 3782 else
3876 { 3783 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3803 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3804 /* place limit on max sp from food? */
3898 } 3805 }
3899 } 3806 }
3900 fix_player (who); 3807 who->update_stats ();
3901} 3808}
3902
3903 3809
3904/** 3810/**
3905 * Designed primarily to light torches/lanterns/etc. 3811 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is 3812 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t. 3813 * the selected object to "burn". -b.t.
3908 */ 3814 */
3909
3910void 3815void
3911apply_lighter (object *who, object *lighter) 3816apply_lighter (object *who, object *lighter)
3912{ 3817{
3913 object *item; 3818 object *item;
3914 int is_player_env = 0; 3819 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916 3820
3917 item = find_marked_object (who); 3821 item = find_marked_object (who);
3918 if (item) 3822 if (item)
3919 { 3823 {
3920 if (lighter->last_eat && lighter->stats.food) 3824 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */ 3825 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise * 3826 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */ 3827 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1) 3828 if (lighter->nrof > 1)
3925 { 3829 {
3926 object *oneLighter = object::create (); 3830 object *oneLighter = lighter->clone ();
3927 3831
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1; 3832 lighter->nrof -= 1;
3930 oneLighter->nrof = 1; 3833 oneLighter->nrof = 1;
3931 oneLighter->stats.food--; 3834 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter); 3835 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who); 3836 oneLighter = insert_ob_in_ob (oneLighter, who);
3939 else if (lighter->last_eat) 3842 else if (lighter->last_eat)
3940 { /* no charges left in lighter */ 3843 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return; 3845 return;
3943 } 3846 }
3847
3944 /* Perhaps we should split what we are trying to light on fire? 3848 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple 3849 * I can't see many times when you would want to light multiple
3946 * objects at once. 3850 * objects at once.
3947 */ 3851 */
3948 /* If the item is destroyed, we don't have a valid pointer to the 3852
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item)) 3853 if (who == item->in_player ())
3954 is_player_env = 1; 3854 is_player_env = 1;
3955 3855
3956 save_throw_object (item, AT_FIRE, who); 3856 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer 3857
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ()) 3858 if (item->destroyed ())
3961 { 3859 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3860 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3963 /* Need to update the player so that the players glow radius 3861 /* Need to update the player so that the players glow radius
3964 * gets changed. 3862 * gets changed.
3965 */ 3863 */
3966 if (is_player_env) 3864 if (is_player_env)
3967 fix_player (who); 3865 who->update_stats ();
3968 } 3866 }
3969 else 3867 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3868 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 } 3869 }
3972 else /* nothing to light */ 3870 else /* nothing to light */
3986 3884
3987 if (failure <= -1 && failure > -15) 3885 if (failure <= -1 && failure > -15)
3988 { /* wonder */ 3886 { /* wonder */
3989 object *tmp; 3887 object *tmp;
3990 3888
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3992 tmp = get_archetype (SPELL_WONDER); 3890 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp); 3891 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy (); 3892 tmp->destroy ();
3995 } 3893 }
3996 else if (failure <= -15 && failure > -35) 3894 else if (failure <= -15 && failure > -35)
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018 blind_player (op, op, power); 3916 blind_player (op, op, power);
4019 } 3917 }
4020 else if (failure <= -80) 3918 else if (failure <= -80)
4021 { /* blast the immediate area */ 3919 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3920 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3921 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4027 tmp->destroy (); 3923 tmp->destroy ();
4028 } 3924 }
4029 } 3925 }
4030} 3926}
4031 3927
4051 */ 3947 */
4052 int i, j; 3948 int i, j;
4053 3949
4054 for (i = 0; i < NUM_STATS; i++) 3950 for (i = 0; i < NUM_STATS; i++)
4055 { 3951 {
4056 sint8 stat = get_attr_value (stats, i); 3952 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3953 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3954
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3955 if (stat > 20 + race_bonus)
4061 { 3956 {
4062 excess_stat++; 3957 excess_stat++;
4063 stat = 20 + race_bonus; 3958 stat = 20 + race_bonus;
4064 } 3959 }
4065 set_attr_value (stats, i, stat); 3960
3961 stats->stat (i) = stat;
4066 } 3962 }
4067 3963
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3964 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3965 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3966 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 3967
4074 if (i == CHA) 3968 if (i == CHA)
4075 continue; /* exclude cha from this */ 3969 continue; /* exclude cha from this */
3970
3971 int stat = stats->stat (i);
3972 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 3973 if (stat < 20 + race_bonus)
4077 { 3974 {
4078 change_attr_value (stats, i, 1); 3975 change_attr_value (stats, i, 1);
4079 excess_stat--; 3976 excess_stat--;
4080 } 3977 }
4083 /* insert the randomitems from the change's treasurelist into 3980 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3981 * the player ref: player.c
4085 */ 3982 */
4086 if (change->randomitems != NULL) 3983 if (change->randomitems != NULL)
4087 give_initial_items (pl, change->randomitems); 3984 give_initial_items (pl, change->randomitems);
4088
4089 3985
4090 /* set up the face, for some races. */ 3986 /* set up the face, for some races. */
4091 3987
4092 /* first, look for the force object banning 3988 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 3989 * changing the face. Certain races never change face with class.
4138 char got[MAX_BUF]; 4034 char got[MAX_BUF];
4139 int len; 4035 int len;
4140 4036
4141 if (!pl || !transformer) 4037 if (!pl || !transformer)
4142 return; 4038 return;
4039
4143 marked = find_marked_object (pl); 4040 marked = find_marked_object (pl);
4041
4144 if (!marked) 4042 if (!marked)
4145 { 4043 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4044 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4147 return; 4045 return;
4148 } 4046 }
4047
4149 if (!marked->slaying) 4048 if (!marked->slaying)
4150 { 4049 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4050 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return; 4051 return;
4153 } 4052 }
4053
4154 /* check whether they are compatible or not */ 4054 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 4055 find = strstr (marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 4057 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return; 4059 return;
4160 } 4060 }
4061
4161 find += strlen (transformer->arch->name) + 1; 4062 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 4063 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 4064 if (isdigit (*(find)))
4164 { 4065 {
4165 yield = atoi (find); 4066 yield = atoi (find);
4166 if (yield < 1) 4067 if (yield < 1)
4174 4075
4175 while (isdigit (*find)) 4076 while (isdigit (*find))
4176 find++; 4077 find++;
4177 while (*find == ' ') 4078 while (*find == ' ')
4178 find++; 4079 find++;
4080
4179 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
4180 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find; 4084 len = separator - find;
4183 }
4184 else 4085 else
4185 {
4186 len = strlen (find); 4086 len = strlen (find);
4187 } 4087
4188 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
4190 strcpy (got, find); 4091 strcpy (got, find);
4191 got[len] = '\0'; 4092 got[len] = '\0';
4192 4093
4193 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
4195 if (!new_item) 4096 if (!new_item)
4196 { 4097 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4198 return; 4099 return;
4199 } 4100 }
4200 4101
4201 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4203 insert_ob_in_ob (new_item, pl); 4106 insert_ob_in_ob (new_item, pl);
4204 esrv_send_inventory (pl, pl); 4107 esrv_send_inventory (pl, pl);
4205 /* Eat up one item */ 4108 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 4109 decrease_ob_nr (marked, 1);
4110
4207 /* Eat one transformer if needed */ 4111 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 4112 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 4113 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 4114 decrease_ob_nr (transformer, 1);
4211} 4115}
4116

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