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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.9 by root, Fri Aug 25 17:11:53 2006 UTC vs.
Revision 1.161 by elmex, Thu Jul 3 09:16:41 2008 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: apply.C,v 1.9 2006/08/25 17:11:53 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 37/**
201 * 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.
202 * 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.
203 */ 40 */
41int
204int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
205{ 43{
206 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
207 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 50 * it. Examples:
212 * subtype 1: only arch 51 * subtype 1: only arch
213 * subtype 3: arch or name 52 * subtype 3: arch or name
214 * subtype 5: arch or race 53 * subtype 5: arch or race
215 * subtype 7: all three 54 * subtype 7: all three
216 */ 55 */
217 if (op->subtype) 56 if (op->subtype)
218 { 57 {
219 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
222 } else { 61 }
62 else
63 {
223 arch_flag = 1; 64 arch_flag = 1;
224 name_flag = 1; 65 name_flag = 1;
225 race_flag = 1; 66 race_flag = 1;
226 } 67 }
68
227 /* 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,
228 * name or race that matches. 70 * name or race that matches.
229 */ 71 */
230 if ( (op->race) && 72 if ((op->race) &&
231 ((!(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)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 76 return 1;
235 } 77
236 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 79 * of arch, name, or race match.
238 */ 80 */
239 if ( (op->slaying) && (
240 ((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))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 84 return 1;
244 } 85
245 return 0; 86 return 0;
246} 87}
247 88
248/** 89/**
249 * 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.
250 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
252 */ 93 */
94static int
253static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
254{ 96{
255 object *id, *marked; 97 dynbuf_text buf;
256 int success=0;
257 98
258 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
259 return 0; 100 return 0;
260 101
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
263 */ 104 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 106 return 0;
266 107
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
270 */ 110 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 113 {
274 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
275 identify (marked); 116 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
277 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
278 if (marked->msg) { 119 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
281 } 122 return !money;
282 return money == NULL; 123 }
283 }
284 } 124 }
285 125
286 for (id=pl->inv; id; id=id->below) { 126 for (object *id = pl->inv; id; id = id->below)
127 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 129 {
289 if (operate_altar(altar,&money)) { 130 if (operate_altar (altar, &money))
290 identify(id); 131 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 132 identify (id);
292 "You have %s.", long_desc(id, pl)); 133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
293 if (id->msg) { 135 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 137
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 139 if (!money || !check_altar_sacrifice (altar, money))
300 break; 140 break;
301 } 141 }
302 else { 142 else
143 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 145 break;
305 } 146 }
306 } 147 }
307 } 148 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
309 return money == NULL; 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
310} 156}
311 157
312/** 158/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 160 * matching item.
315 **/ 161 **/
162void
316static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
317{ 164{
318 const char* yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
319 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337} 167}
338 168
339/** 169/**
340 * Handles applying a potion. 170 * Handles applying a potion.
341 */ 171 */
172int
342int apply_potion (object * op, object * tmp) 173apply_potion (object *op, object *tmp)
343{ 174{
344 int got_one = 0, i; 175 int got_one = 0, i;
345 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
346 177
347 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
348 179
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 181 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
354 ); 183
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 185 return 0;
357 } 186 }
358 187
359 if (op->type == PLAYER) 188 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 190 identify (tmp);
363 }
364 191
365 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
366 193
367 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 197 object *depl;
371 archetype *at; 198 archetype *at;
372 199
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 201 {
375 drain_stat (op); 202 op->drain_stat ();
376 fix_player (op); 203 op->update_stats ();
377 decrease_ob (tmp); 204 tmp->decrease ();
378 return 1; 205 return 1;
379 } 206 }
207
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 209 {
382 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 211 return 0;
384 } 212 }
213
385 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
386 if (depl != NULL) 216 if (depl)
387 { 217 {
388 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
390 { 220 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
392 } 222 depl->destroy ();
393 remove_ob (depl); 223 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 224 }
397 else 225 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
399 227
400 decrease_ob (tmp); 228 tmp->decrease ();
401 return 1; 229 return 1;
402 } 230 }
403 231
404 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 234 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
409 { 236 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 238 {
412 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
413 { 240 {
414 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
415 break; 242 break;
416 } 243 }
244
417 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
418 { 246 {
419 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
420 break; 248 break;
421 } 249 }
250
422 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
423 { 252 {
424 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
425 break; 254 break;
426 } 255 }
430 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
431 { 260 {
432 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
433 break; 262 break;
434 } 263 }
264
435 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
436 { 266 {
437 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
438 break; 268 break;
439 } 269 }
270
440 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
441 { 272 {
442 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
443 break; 274 break;
444 } 275 }
445 } 276 }
446 } 277 }
278
447 /* Just makes checking easier */ 279 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
449 got_one = 1; 281 got_one = 1;
282
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 284 {
452 if (got_one) 285 if (got_one)
453 { 286 {
454 fix_player (op); 287 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image."); 289 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
461 } 291 }
462 else 292 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 294 }
466 else 295 else
467 { /* cursed potion */ 296 { /* cursed potion */
468 if (got_one) 297 if (got_one)
469 { 298 {
470 fix_player (op); 299 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
473 } 301 }
474 else 302 else
475 new_draw_info (NDI_UNIQUE, 0, op, 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 304 }
305
478 decrease_ob (tmp); 306 tmp->decrease ();
479 return 1; 307 return 1;
480 } 308 }
481 309
482 310
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
489 { 317 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 319 {
492 object *fball; 320 object *fball;
493 321
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
495 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 328 fball->x = op->x;
502 fball->y = op->y; 329 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 331 }
505 else 332 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 334
508 decrease_ob (tmp); 335 tmp->decrease ();
336
509 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 339 op->update_stats ();
340
512 return 1; 341 return 1;
513 } 342 }
514 343
515 /* Deal with protection potions */ 344 /* Deal with protection potions */
516 force = NULL; 345 force = NULL;
518 { 347 {
519 if (tmp->resist[i]) 348 if (tmp->resist[i])
520 { 349 {
521 if (!force) 350 if (!force)
522 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
526 } 356 }
527 } 357 }
358
528 /* This is a protection potion */ 359 /* This is a protection potion */
529 if (force) 360 if (force)
530 { 361 {
531 /* cursed items last longer */ 362 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 365 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 369 }
370
539 force->speed_left = -1; 371 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 375 change_abil (op, force);
544 decrease_ob (tmp); 376 tmp->decrease ();
545 return 1; 377 return 1;
546 } 378 }
547 379
548 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 381 if (op->type == PLAYER)
550 { /* only for players */ 382 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 385 else
555 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
556 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
558 } 390 }
559 391
560 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 395 * up all the stats.
564 */ 396 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 398 op->update_stats ();
567 decrease_ob (tmp); 399 tmp->decrease ();
568 return 1; 400 return 1;
569} 401}
570 402
571/**************************************************************************** 403/****************************************************************************
572 * Weapon improvement code follows 404 * Weapon improvement code follows
573 ****************************************************************************/ 405 ****************************************************************************/
574 406
575/** 407/**
576 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
577 */ 409 */
410static int
578static int check_item(object *op, const char *item) 411check_item (object *op, const char *item)
579{ 412{
580 int count=0; 413 int count = 0;
581 414
415 if (!item)
416 return 0;
582 417
583 if (item==NULL) return 0; 418 for (op = op->below; op; op = op->below)
584 op=op->below; 419 {
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){ 420 if (strcmp (op->arch->archname, item) == 0)
421 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 424 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 426 count++;
592 else 427 else
593 count += op->nrof; 428 count += op->nrof;
429 }
430 }
594 } 431 }
595 } 432
596 op=op->below;
597 }
598 return count; 433 return count;
599} 434}
600 435
601/** 436/**
602 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 438 * op is typically the player, which is only
604 * really used to determine what space to look at. 439 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
606 */ 441 */
442static void
607static void eat_item(object *op,const char *item, uint32 nrof) 443eat_item (object *op, const char *item, uint32 nrof)
608{ 444{
609 object *prev; 445 object *prev;
610 446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (strcmp (op->arch->archname, item) == 0)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
611 prev = op; 468 prev = op;
612 op=op->below; 469 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 470 }
628} 471}
629 472
630/** 473/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 474 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here 475 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the 476 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 477 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
636 */ 479 */
480static int
637static int check_weapon_power(const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
638{ 482{
639/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
642 */ 486 */
643#if 1 487#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
645 else return 0; 491 return 0;
646 492
647#else 493#else
648 int level=0; 494 int level = 0;
649 495
650 /* The skill system hands out wc and dam bonuses to fighters 496 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 497 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 498 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or 500 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 501 * using normal level - it is just a matter of play balance.
656 */ 502 */
657 if(who->type==PLAYER) { 503 if (who->type == PLAYER)
504 {
658 object *wc_obj=NULL; 505 object *wc_obj = NULL;
659 506
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 509 level = wc_obj->level;
663 510
664 if (!level ) { 511 if (!level)
512 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
666 level = who->level; 518 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 519
672 return (improvs <= ((level/5)+5)); 520 return (improvs <= ((level / 5) + 5));
673#endif 521#endif
674} 522}
675 523
676/** 524/**
677 * Returns how many items of type improver->slaying there are under op. 525 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 526 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 527 */
528static int
680static int check_sacrifice(object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
681{ 530{
682 int count=0; 531 int count = 0;
683 532
684 if (improver->slaying!=NULL) { 533 if (improver->slaying)
534 {
685 count = check_item(op,improver->slaying); 535 count = check_item (op, improver->slaying);
686 if (count<1) { 536 if (count < 1)
687 char buf[200]; 537 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 539 return 0;
691 } 540 }
692 } 541 }
693 else 542 else
694 count=1; 543 count = 1;
695 544
696 return count; 545 return count;
697} 546}
698 547
699/** 548/**
700 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
701 */ 550 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 551static int
703 signed char *stat,int sacrifice_count,const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 553{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 554 stat += sacrifice_count;
708 weapon->last_eat++; 555 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 556 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 557
713 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
714 fix_player(op); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
715 return 1; 567 return 1;
716} 568}
717 569
718/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 575#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 577#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 580#define IMPROVE_INT 10
729#define IMPROVE_POW 11 581#define IMPROVE_POW 11
730
731 582
732/** 583/**
733 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
735 */ 586 */
736 587int
737int prepare_weapon(object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
738{ 589{
739 int sacrifice_count,i; 590 int sacrifice_count, i;
740 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
741 592
742 if (weapon->level!=0) { 593 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 594 {
595 op->failmsg ("Weapon is already prepared!");
744 return 0; 596 return 0;
745 } 597 }
598
746 for (i=0; i<NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 600 if (weapon->resist[i])
601 break;
748 602
749 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 604 * improvement of items that already have protections.
751 */ 605 */
752 if (i<NROFATTACKS || 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
757 { 610 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
759 return 0; 614 return 0;
760 } 615 }
616
761 sacrifice_count=check_sacrifice(op,improver); 617 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 618 if (sacrifice_count <= 0)
763 return 0; 619 return 0;
620
764 weapon->level=isqrt(sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
767 623
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 627 &weapon->name, weapon->level
628 ));
770 629
771 sprintf(buf,"%s's %s",op->name,weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 631 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 633 slot at once! */
776 decrease_ob(improver); 634 improver->decrease ();
777 weapon->last_eat=0; 635 weapon->last_eat = 0;
778 return 1; 636 return 1;
779} 637}
780
781 638
782/** 639/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 641 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
788 * 645 *
789 * We are hiding extra information about the weapon in the level and 646 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 647 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 648 * level == max improve last_eat == current improve
792 */ 649 */
650int
793int improve_weapon(object *op,object *improver,object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
794{ 652{
795 int sacrifice_count, sacrifice_needed=0; 653 int sacrifice_count, sacrifice_needed = 0;
796 654
797 if(improver->stats.sp==IMPROVE_PREPARE) { 655 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
799 } 657
800 if (weapon->level==0) { 658 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 659 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 661 return 0;
803 } 662 }
663
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 665 {
666 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 667 return 0;
807 } 668 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 669
809 !check_weapon_power(op, weapon->last_eat+1)) { 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 671 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 672 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 673 "powerful for you to use. Unready it if you "
813 return 0; 674 "really want to improve it.");
675 return 0;
814 } 676 }
677
815 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 681 * weapon can be improved.
819 */ 682 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
821 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 688 weapon->last_eat++;
826 689
827 weapon->item_power++; 690 weapon->item_power++;
828 decrease_ob(improver); 691 improver->decrease ();
829 return 1; 692 return 1;
830 } 693 }
694
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
832 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 701
837 (float)weapon->weight/1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 703 weapon->last_eat++;
839 weapon->item_power++; 704 weapon->item_power++;
840 decrease_ob(improver); 705 improver->decrease ();
841 return 1; 706 return 1;
842 } 707 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 708 if (improver->stats.sp == IMPROVE_ENCHANT)
709 {
844 weapon->magic++; 710 weapon->magic++;
845 weapon->last_eat++; 711 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 712 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 713 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 714 weapon->item_power++;
850 return 1; 715 return 1;
851 } 716 }
852 717
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 719 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 720
857 if (sacrifice_needed<1) 721 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 722 sacrifice_needed = 1;
859 sacrifice_needed *=2; 723 sacrifice_needed *= 2;
860 724
861 sacrifice_count = check_sacrifice(op,improver); 725 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 726 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 727 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 728 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 729 return 0;
866 } 730 }
731
867 eat_item(op,improver->slaying, sacrifice_needed); 732 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 733 weapon->item_power++;
869 734
870 switch (improver->stats.sp) { 735 switch (improver->stats.sp)
871 case IMPROVE_STR: 736 {
872 return improve_weapon_stat(op,improver,weapon, 737 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 738 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 739 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 740 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 741 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 742 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 743 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 744 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 745 op->failmsg ("Unknown improvement type.");
901 } 746 }
747
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 748 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 749 return 0;
904} 750}
905 751
906/** 752/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 753 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 754 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 755 * then calls improve_weapon to do the dirty work.
910 */ 756 */
757int
911int check_improve_weapon (object *op, object *tmp) 758check_improve_weapon (object *op, object *tmp)
912{ 759{
913 object *otmp; 760 object *otmp;
914 761
915 if(op->type!=PLAYER) 762 if (op->type != PLAYER)
763 return 0;
764
765 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
766 {
767 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 768 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 769 }
770
921 otmp=find_marked_object(op); 771 otmp = find_marked_object (op);
922 if(!otmp) { 772 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 773 {
774 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 775 return 0;
925 } 776 }
777
926 if (otmp->type != WEAPON && otmp->type != BOW) { 778 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 779 {
780 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 781 return 0;
929 } 782 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 783
784 op->statusmsg ("Applied weapon builder.");
785
931 improve_weapon(op,tmp,otmp); 786 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 787 esrv_send_item (op, otmp);
933 return 1; 788 return 1;
934} 789}
935 790
936/** 791/**
937 * This code deals with the armour improvment scrolls. 792 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 793 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 808 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 809 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 810 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 811 * changing of physical area right now.
957 */ 812 */
813int
958int improve_armour(object *op, object *improver, object *armour) 814improve_armour (object *op, object *improver, object *armour)
959{ 815{
960 object *tmp; 816 object *tmp;
961 817
962 if (armour->magic >= settings.armor_max_enchant) { 818 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 819 {
820 op->failmsg ("This armour can not be enchanted any further!");
821 return 0;
822 }
823
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 825 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 826 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 827 * of gnarg and what not?)
970 */ 828 */
971 if (armour->title) { 829 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 830 {
975 831 op->failmsg ("This armour will not accept further enchantment.");
832 return 0;
833 }
834
976 /* Split objects if needed. Can't insert tmp until the 835 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 836 * end of this function - otherwise it will just re-merge.
978 */ 837 */
979 if(armour->nrof > 1) 838 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 839
984 armour->magic++; 840 armour->magic++;
985 841
986 if ( !settings.armor_speed_linear ) 842 if (!settings.armor_speed_linear)
987 { 843 {
988 int base = 100; 844 int base = 100;
989 int pow = 0; 845 int pow = 0;
846
990 while ( pow < armour->magic ) 847 while (pow < armour->magic)
991 { 848 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 849 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 850 pow++;
994 } 851 }
995 852
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 854 }
998 else 855 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 857
1001 if ( !settings.armor_weight_linear ) 858 if (!settings.armor_weight_linear)
1002 { 859 {
1003 int base = 100; 860 int base = 100;
1004 int pow = 0; 861 int pow = 0;
862
1005 while ( pow < armour->magic ) 863 while (pow < armour->magic)
1006 { 864 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 865 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 866 pow++;
1009 } 867 }
1010 868
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 869 armour->weight = (armour->arch->weight * base) / 100;
1012 } 870 }
1013 else 871 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 872 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 873
1016 if ( armour->weight <= 0 ) 874 if (armour->weight <= 0)
1017 { 875 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 877 armour->weight = 1;
1020 } 878 }
1021 879
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 880 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 881
1024 if (op->type == PLAYER) { 882 if (op->type == PLAYER)
883 {
1025 esrv_send_item(op, armour); 884 esrv_send_item (op, armour);
885
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 886 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 887 op->update_stats ();
1028 } 888 }
1029 decrease_ob(improver); 889
890 improver->decrease ();
891
1030 if (tmp) { 892 if (tmp)
1031 insert_ob_in_ob(tmp, op); 893 op->insert (tmp);
1032 esrv_send_item(op, tmp); 894
1033 }
1034 return 1; 895 return 1;
1035} 896}
1036
1037 897
1038/* 898/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 899 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 900 * what the converter wants, -1 if the converter is broken.
1041 */ 901 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 902 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 903 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 904 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 905 * what the converter wants, this will not do anything.
1051 */ 906 */
907static int
1052int convert_item(object *item, object *converter) { 908convert_item (object *item, object *converter)
1053 int nr=0; 909{
1054 object *tmp; 910 sint64 nr, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 911
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 912 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck)
1069 */
1070 if (!strcmp(CONV_FROM(converter),"money")) {
1071 int cost;
1072
1073 if(item->type!=MONEY)
1074 return 0; 913 return 0;
1075
1076 nr=(item->nrof*item->value)/CONV_NEED(converter);
1077 if (!nr) return 0;
1078 cost=nr*CONV_NEED(converter)/item->value;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082
1083 price_in = cost*item->value;
1084 }
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1088 return 0;
1089
1090 if(CONV_NEED(converter)) {
1091 nr=item->nrof/CONV_NEED(converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter));
1093 price_in = nr*CONV_NEED(converter)*item->value;
1094 } else {
1095 price_in = item->value;
1096 remove_ob(item);
1097 free_object(item);
1098 }
1099 }
1100
1101 if (converter->inv != NULL) {
1102 object *ob;
1103 int i;
1104 object *ob_to_copy;
1105
1106 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109 if (rndm(0, i) == 0) {
1110 ob_to_copy = ob;
1111 }
1112 }
1113 item = object_create_clone(ob_to_copy);
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) {
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1;
1120 }
1121
1122 item = object_create_arch(converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1124 }
1125
1126 if(CONV_NR(converter))
1127 item->nrof=CONV_NR(converter);
1128 if(nr)
1129 item->nrof*=nr;
1130 if(is_in_shop)
1131 SET_FLAG(item,FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in,
1135 item->nrof*item->value, item->name);
1136 /**
1137 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this
1139 */
1140 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1;
1143}
1144 914
915 shstr conv_from = converter->slaying;
916 archetype *conv_to = converter->other_arch;
917 sint64 need = converter->stats.food;
918 sint64 give = converter->stats.sp;
919
920 /* 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
922 * 3 gp and player drops a platinum, tough luck)
923 */
924 if (conv_from == shstr_money)
925 {
926 if (item->type != MONEY)
927 return 0;
928
929 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr)
931 return 0;
932
933 converter->play_sound (sound_find ("shop_buy"));
934
935 sint64 cost = (nr * need + item->value - 1) / item->value;
936
937 item->decrease (cost);
938
939 price_in = cost * item->value;
940 }
941 else
942 {
943 if (item->type == PLAYER
944 || conv_from != item->arch->archname
945 || (need && need > (uint16) item->nrof))
946 return 0;
947
948 converter->play_sound (sound_find ("convert_item"));
949
950 if (need)
951 {
952 nr = sint64 (item->nrof) / need;
953 item->decrease (nr * need);
954 price_in = nr * need * item->value;
955 }
956 else
957 {
958 price_in = item->value;
959 item->destroy ();
960 }
961 }
962
963 if (converter->inv)
964 {
965 object *ob;
966 int i;
967 object *ob_to_copy;
968
969 /* select random object from inventory to copy */
970 ob_to_copy = converter->inv;
971 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
972 if (rndm (0, i) == 0)
973 ob_to_copy = ob;
974
975 item = ob_to_copy->deep_clone ();
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 }
979 else
980 {
981 if (!conv_to)
982 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1;
986 }
987
988 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 }
991
992 if (give)
993 item->nrof = give;
994
995 if (nr)
996 item->nrof *= nr;
997
998 if (is_in_shop (converter))
999 SET_FLAG (item, FLAG_UNPAID);
1000 else if (price_in < sint64 (item->nrof) * item->value)
1001 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 /**
1005 * elmex: we are going to let the game continue, as the mapcreator
1006 * hopefully had something in mind when doing this.
1007 */
1008 }
1009
1010 // elmex: only identify if we need to, for example so that generated money doesn't
1011 // get an 'identified' flag so easily.
1012 if (need_identify (item))
1013 identify (item);
1014
1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1016 return 1;
1017}
1018
1145/** 1019/**
1146 * Handle apply on containers. 1020 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1021 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1023 * added the alchemical cauldron to the code -b.t.
1150 */ 1024 */
1151 1025int
1152int apply_container (object *op, object *sack) 1026apply_container (object *op, object *sack)
1153{ 1027{
1154 char buf[MAX_BUF]; 1028 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1029 return 0; /* This might change */
1156 1030
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1031 if (!sack || sack->type != CONTAINER)
1032 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1034 return 0;
1163 } 1035 }
1164 op->contr->last_used = NULL; 1036
1165 op->contr->last_used_id = 0; 1037 op->contr->last_used = 0;
1166 1038
1167 if (sack->env!=op) { 1039 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1040 {
1210 1041 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1042 return 1;
1241 } 1043 }
1242 } else { 1044
1243 sprintf (buf, "You don't have the key to unlock %s.", 1045 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1046 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1047 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1049 {
1258 return 1; 1050 // open on ground or inv, so close
1259} 1051 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 1052 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1053 }
1054 else if (!sack->env)
1055 {
1056 // active, but not ours: some other player has opened it
1057 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1058 return 1;
1059 }
1060
1061 // fall through to opening it (active in inv)
1062 }
1063 else if (sack->env)
1322 } 1064 {
1323 1065 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1066 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1067 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1068 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1069 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1070 return 1;
1371} 1071 }
1372 1072
1073 // it's locked?
1074 if (sack->slaying)
1075 {
1076 if (object *tmp = find_key (op, op, sack))
1077 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1078 else
1079 {
1080 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1081 return 1;
1082 }
1083 }
1084
1085 op->open_container (sack);
1086
1087 return 1;
1088}
1373 1089
1374/** 1090/**
1375 * Handles dropping things on altar. 1091 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1092 * Returns true if sacrifice was accepted.
1377 */ 1093 */
1094static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1095apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1096{
1380 /* Only players can make sacrifices on spell casting altars. */ 1097 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1098 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1099 return 0;
1383 1100
1384 if (operate_altar (altar, &sacrifice)) { 1101 if (operate_altar (altar, &sacrifice))
1102 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1103 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1104 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1105 * is up to map designers to use them properly.
1388 */ 1106 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1107 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1108 {
1391 altar->inv->name); 1109 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1110 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1111 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1112 * old maps.
1395 */ 1113 */
1114
1396/* push_button (altar);*/ 1115/* push_button (altar);*/
1397 } else { 1116 }
1117 else
1118 {
1398 altar->value = 1; /* works only once */ 1119 altar->value = 1; /* works only once */
1399 push_button (altar); 1120 push_button (altar);
1400 } 1121 }
1401 return sacrifice == NULL; 1122
1402 } else { 1123 return !sacrifice;
1124 }
1125 else
1403 return 0; 1126 return 0;
1404 }
1405} 1127}
1406
1407 1128
1408/** 1129/**
1409 * Handles 'movement' of shop mats. 1130 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1131 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1132 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1133 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1134 * MSW 2001-08-29
1414 */ 1135 */
1136int
1415int apply_shop_mat (object *shop_mat, object *op) 1137apply_shop_mat (object *shop_mat, object *op)
1416{ 1138{
1417 int rv = 0; 1139 int rv = 0;
1418 double opinion; 1140 double opinion;
1419 object *tmp, *next; 1141 object *tmp, *next;
1420 1142
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1144
1145 bool has_unpaid = false;
1146
1147 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1148 // a quick and small change :(
1149 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1150 if (item->flag [FLAG_UNPAID])
1151 {
1152 has_unpaid = true;
1153 break;
1154 }
1155
1423 if (op->type != PLAYER) { 1156 if (op->type != PLAYER)
1157 {
1424 /* Remove all the unpaid objects that may be carried here. 1158 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1159 * This could be pets or monsters that are somehow in
1426 * the shop. 1160 * the shop.
1427 */ 1161 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1162 for (tmp = op->inv; tmp; tmp = next)
1163 {
1429 next = tmp->below; 1164 next = tmp->below;
1165
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1166 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1167 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1168 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1169
1433 remove_ob(tmp); 1170 tmp->remove ();
1434 if (i==-1) i=0; 1171
1435 tmp->map = op->map; 1172 if (i == -1)
1173 i = 0;
1174
1175 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1176 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1177 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1178 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1179 }
1440 } 1180 }
1441 1181
1442 /* Don't teleport things like spell effects */ 1182 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1183 if (QUERY_FLAG (op, FLAG_NO_PICK))
1184 return 0;
1444 1185
1445 /* unpaid objects, or non living objects, can't transfer by 1186 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1187 * shop mats. Instead, put it on a nearby space.
1447 */ 1188 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1189 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1190 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1191 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1192 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1193
1194 if (i != -1)
1195 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1196
1197 return 0;
1198 }
1199 /* Removed code that checked for multipart objects - it appears that
1200 * the teleport function should be able to handle this just fine.
1201 */
1202 rv = teleport (shop_mat, SHOP_MAT, op);
1203 }
1204 else if (can_pay (op) && get_payment (op))
1205 {
1206 /* this is only used for players */
1207 rv = teleport (shop_mat, SHOP_MAT, op);
1208
1209 if (has_unpaid)
1210 op->contr->play_sound (sound_find ("shop_buy"));
1211 else if (is_in_shop (op))
1212 op->contr->play_sound (sound_find ("shop_enter"));
1213 else
1214 op->contr->play_sound (sound_find ("shop_leave"));
1215
1216 if (shop_mat->msg)
1217 op->statusmsg (shop_mat->msg);
1218 /* This check below is a bit simplistic - generally it should be correct,
1219 * but there is never a guarantee that the bottom space on the map is
1220 * actually the shop floor.
1221 */
1222 else if (!rv && !is_in_shop (op))
1223 {
1224 opinion = shopkeeper_approval (op->map, op);
1225
1226 op->statusmsg (
1227 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1228 : opinion >= 0.75 ? "The shopkeeper waves to you."
1229 : opinion >= 0.50 ? "The shopkeeper ignores you."
1230 : "The shopkeeper glares at you with contempt."
1231 );
1232 }
1233 }
1234 else
1235 {
1236 /* if we get here, a player tried to leave a shop but was not able
1237 * to afford the items he has. We try to move the player so that
1238 * they are not on the mat anymore
1239 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1240 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1241
1452 if (i != -1) { 1242 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1243 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1244 else
1497 remove_ob (op); 1245 {
1246 op->remove ();
1498 op->x += freearr_x[i]; 1247 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1248 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1249 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1250 }
1502 } 1251 }
1252
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1253 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1254 return rv;
1505} 1255}
1506 1256
1507/** 1257/**
1508 * Handles applying a sign. 1258 * Handles applying a sign.
1509 */ 1259 */
1260static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1261apply_sign (object *op, object *sign, int autoapply)
1511{ 1262{
1512 readable_message_type* msgType; 1263 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1264
1514 if (sign->msg == NULL) { 1265 if (!sign->msg)
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1266 {
1267 op->statusmsg ("Nothing is written on it.");
1268 return;
1269 }
1270
1271 if (sign->stats.food)
1272 {
1273 if (sign->last_eat >= sign->stats.food)
1274 {
1275 if (!sign->move_on)
1276 op->statusmsg ("You cannot read it anymore.");
1277
1516 return; 1278 return;
1517 } 1279 }
1518 1280
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1281 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1282 sign->last_eat++;
1528 } 1283 }
1529 1284
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1285 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1286 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1287 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1288 * to us).
1534 */ 1289 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1290 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1291 {
1537 "You are unable to read while blind."); 1292 op->failmsg ("You are unable to read while blind!");
1538 return; 1293 return;
1539 } 1294 }
1295
1296 if (op->contr)
1297 if (client *ns = op->contr->ns)
1298 {
1299 if (sign->sound)
1300 ns->play_sound (sign->sound);
1301 else if (autoapply)
1302 ns->play_sound (sound_find ("msg_voice"));
1303
1304 if (ns->can_msg)
1305 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1306 else
1307 {
1540 msgType=get_readable_message_type(sign); 1308 msgType = get_readable_message_type (sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1309 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1310 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1311 }
1312 }
1543} 1313}
1544
1545 1314
1546/** 1315/**
1547 * 'victim' moves onto 'trap' 1316 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1317 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1318 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1319 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1320 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1321 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1322 * However, some types of traps require an originator to function.
1554 */ 1323 */
1324void
1555void move_apply (object *trap, object *victim, object *originator) 1325move_apply (object *trap, object *victim, object *originator)
1556{ 1326{
1557 static int recursion_depth = 0; 1327 static int recursion_depth = 0;
1558 1328
1559 /* Only exits affect DMs. */ 1329 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1330 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1331 return;
1562 1332
1563 /* move_apply() is the most likely candidate for causing unwanted and 1333 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1334 * possibly unlimited recursion.
1565 */ 1335 */
1567 * maps to fail. 1) it's not an error to recurse: 1337 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1338 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1339 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1340 * proper. This code was causing needless crashes.
1571 */ 1341 */
1572 if (recursion_depth >= 500) { 1342 if (recursion_depth >= 500)
1343 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1344 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1345 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1346 return;
1576 return;
1577 } 1347 }
1348
1578 recursion_depth++; 1349 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1350 if (trap->head)
1351 trap = trap->head;
1580 1352
1581 /* Lauwenmark: Handle for plugin trigger event */ 1353 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1354 goto leave;
1355
1356 switch (trap->type)
1357 {
1358 case PLAYERMOVER:
1359 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1360 {
1361 if (!trap->stats.maxsp)
1362 trap->stats.maxsp = 2;
1363
1364 /* Is this correct? From the docs, it doesn't look like it
1365 * should be divided by trap->speed
1366 */
1367 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1368
1369 /* Just put in some sanity check. I think there is a bug in the
1370 * above with some objects have zero speed, and thus the player
1371 * getting permanently paralyzed.
1372 */
1373 if (victim->speed_left < -50.f)
1374 victim->speed_left = -50.f;
1375 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1376 }
1583 goto leave; 1377 goto leave;
1584 1378
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER: 1379 case SPINNER:
1606 if(victim->direction) { 1380 if (victim->direction)
1381 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1382 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1383 update_turn_face (victim);
1609 } 1384 }
1610 goto leave; 1385 goto leave;
1611 1386
1612 case DIRECTOR: 1387 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1388 if (victim->direction && !should_director_abort (trap, victim))
1389 {
1614 victim->direction=trap->stats.sp; 1390 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1391 update_turn_face (victim);
1616 } 1392 }
1617 goto leave; 1393 goto leave;
1618 1394
1619 case BUTTON: 1395 case BUTTON:
1620 case PEDESTAL: 1396 case PEDESTAL:
1621 update_button(trap); 1397 update_button (trap);
1622 goto leave; 1398 goto leave;
1623 1399
1624 case ALTAR: 1400 case ALTAR:
1625 /* sacrifice victim on trap */ 1401 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1402 apply_altar (trap, victim, originator);
1627 goto leave; 1403 goto leave;
1628 1404
1629 case THROWN_OBJ: 1405 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1406 if (trap->inv == NULL)
1631 goto leave; 1407 goto leave;
1632 /* fallthrough */ 1408 /* fallthrough */
1633 1409
1634 case ARROW: 1410 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1411 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1412 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1413 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1414 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1415 * action, we avoid hits here
1641 */ 1416 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1417 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1418 hit_with_arrow (trap, victim);
1644 goto leave; 1419 goto leave;
1645 1420
1646 case SPELL_EFFECT: 1421 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1422 apply_spell_effect (trap, victim);
1648 goto leave; 1423 goto leave;
1649 1424
1650 case TRAPDOOR: 1425 case TRAPDOOR:
1651 { 1426 {
1652 int max, sound_was_played; 1427 int max, sound_was_played;
1653 object *ab, *ab_next; 1428 object *ab, *ab_next;
1429
1654 if(!trap->value) { 1430 if (!trap->value)
1655 int tot; 1431 {
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1432 int tot;
1433
1434 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1436 tot += ab->head_ ()->total_weight ();
1659 1437
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1438 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1439 goto leave;
1662 1440
1663 SET_ANIMATION(trap, trap->value); 1441 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1442 update_object (trap, UP_OBJ_FACE);
1665 } 1443 }
1666 1444
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1445 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1446 {
1668 /* need to set this up, since if we do transfer the object, 1447 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1448 * ab->above would be bogus
1670 */ 1449 */
1671 ab_next = ab->above; 1450 ab_next = ab->above;
1672 1451
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1452 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1453 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1454 if (!sound_was_played)
1676 sound_was_played = 1; 1455 {
1677 } 1456 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1457 sound_was_played = 1;
1458 }
1459
1460 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1461 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1680 } 1462 }
1681 } 1463 }
1682 goto leave; 1464 goto leave;
1683 } 1465 }
1684 1466
1685
1686 case CONVERTER: 1467 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1468 if (convert_item (victim, trap) < 0)
1688 object *op; 1469 {
1470 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1471 archetype::get (shstr_burnout)->insert_at (trap, trap);
1472 }
1689 1473
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave; 1474 goto leave;
1700 1475
1701 case TRIGGER_BUTTON: 1476 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1477 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1478 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1479 check_trigger (trap, victim);
1705 goto leave; 1480 goto leave;
1706 1481
1707 case DEEP_SWAMP: 1482 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1483 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1484 goto leave;
1710 1485
1711 case CHECK_INV: 1486 case CHECK_INV:
1712 check_inv (victim, trap); 1487 check_inv (victim, trap);
1713 goto leave; 1488 goto leave;
1714 1489
1715 case HOLE: 1490 case HOLE:
1716 /* Hole not open? */ 1491 /* Hole not open? */
1717 if(trap->stats.wc > 0) 1492 if (trap->stats.wc > 0)
1718 goto leave; 1493 goto leave;
1719 1494
1720 /* Is this a multipart monster and not the head? If so, return. 1495 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit 1496 * Processing will happen if the head runs into the pit
1722 */ 1497 */
1723 if (victim->head) 1498 if (victim->head)
1724 goto leave; 1499 goto leave;
1725 1500
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1501 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1502 victim->statusmsg ("You fall through the hole!", NDI_RED);
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1503 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1504 goto leave;
1730 1505
1731 case EXIT: 1506 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1507 if (victim->type == PLAYER && EXIT_PATH (trap))
1508 {
1733 /* Basically, don't show exits leading to random maps the 1509 /* Basically, don't show exits leading to random maps the
1734 * players output. 1510 * players output.
1735 */ 1511 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1512 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1513 victim->statusmsg (trap->msg, NDI_NAVY);
1738 enter_exit (victim, trap); 1514
1739 } 1515 trap->play_sound (trap->sound);
1516 victim->enter_exit (trap);
1517 }
1740 goto leave; 1518 goto leave;
1741 1519
1742 case ENCOUNTER: 1520 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1521 /* may be some leftovers on this */
1744 goto leave; 1522 goto leave;
1745 1523
1746 case SHOP_MAT: 1524 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1525 apply_shop_mat (trap, victim);
1748 goto leave; 1526 goto leave;
1749 1527
1750 /* Drop a certain amount of gold, and have one item identified */ 1528 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1529 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1530 apply_id_altar (victim, trap, originator);
1753 goto leave; 1531 goto leave;
1754 1532
1755 case SIGN: 1533 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1534 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1535 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1536
1759 apply_sign (victim, trap, 1); 1537 apply_sign (victim, trap, 1);
1760 goto leave; 1538 goto leave;
1761 1539
1762 case CONTAINER: 1540 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1541 apply_container (victim, trap);
1767 goto leave; 1542 goto leave;
1768 1543
1769 case RUNE: 1544 case RUNE:
1770 case TRAP: 1545 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1546 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1772 spring_trap(trap, victim); 1547 spring_trap (trap, victim);
1773 }
1774 goto leave; 1548 goto leave;
1775 1549
1776 default: 1550 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1551 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name, 1552 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1779 trap->type);
1780 goto leave; 1553 goto leave;
1781 } 1554 }
1782 1555
1783 leave: 1556leave:
1784 recursion_depth--; 1557 recursion_depth--;
1785} 1558}
1786 1559
1787/** 1560/**
1788 * Handles reading a regular (ie not containing a spell) book. 1561 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1562 */
1563static void
1790static void apply_book (object *op, object *tmp) 1564apply_book (object *op, object *tmp)
1791{ 1565{
1792 int lev_diff; 1566 int lev_diff;
1793 object *skill_ob; 1567 object *skill_ob;
1794 1568
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1569 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1570 {
1571 op->failmsg ("You are unable to read while blind!");
1797 return; 1572 return;
1798 } 1573 }
1799 if(tmp->msg==NULL) { 1574
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1575 if (!tmp->msg)
1576 {
1801 "You open the %s and find it empty.", tmp->name); 1577 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1802 return; 1578 return;
1803 } 1579 }
1804 1580
1805 /* need a literacy skill to read stuff! */ 1581 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1582 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1583 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1584 {
1585 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1586 return;
1587 }
1588
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1589 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1590 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1814 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return;
1827 } 1591 {
1592 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1593 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1594 : lev_diff < 5 ? "This book is beyond your comprehension."
1595 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1596 : lev_diff < 15 ? "This book is way beyond your comprehension."
1597 : "This book is totally beyond your comprehension.");
1598 return;
1599 }
1828 1600
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1601 readable_message_type *msgType = get_readable_message_type (tmp);
1602
1603 if (player *pl = op->contr)
1604 if (client *ns = pl->ns)
1605 if (ns->can_msg)
1606 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1607 else
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype, 1609 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s", 1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg); 1611 long_desc (tmp, op), &tmp->msg);
1835 1612
1836 /* gain xp from reading */ 1613 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1615 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1617
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1618 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1619 {
1840 /*exp_gain *= 2; because they just identified it too */ 1620 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1621 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1622
1623 if (object *pl = tmp->visible_to ())
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1624 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1844 else op->contr->socket.update_look=1;
1845 } 1625 }
1626
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1627 change_exp (op, exp_gain, skill_ob->skill, 0);
1847 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1628 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1848 } 1629 }
1849} 1630}
1850 1631
1851/** 1632/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1633 * Handles the applying of a skill scroll, calling learn_skill straight.
1853 * op is the person learning the skill, tmp is the skill scroll object 1634 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1635 */
1636static void
1855static void apply_skillscroll (object *op, object *tmp) 1637apply_skillscroll (object *op, object *tmp)
1856{ 1638{
1857 switch ((int) learn_skill (op, tmp)) { 1639 switch (learn_skill (op, tmp))
1858 case 0: 1640 {
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1641 case 0:
1860 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1642 op->play_sound (sound_find ("generic_fail"));
1861 return; 1643 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1644 break;
1862 1645
1863 case 1: 1646 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1647 tmp->decrease ();
1865 tmp->skill); 1648 op->play_sound (sound_find ("skill_learn"));
1866 new_draw_info_format(NDI_UNIQUE, 0, op, 1649 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1867 "Type 'bind ready_skill %s",tmp->skill); 1650 break;
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp);
1870 return;
1871 1651
1872 default: 1652 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1653 tmp->decrease ();
1654 op->play_sound (sound_find ("generic_fail"));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1655 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1875 decrease_ob(tmp); 1656 break;
1876 return;
1877 } 1657 }
1878} 1658}
1879 1659
1880/** 1660/**
1881 * Actually makes op learn spell. 1661 * Actually makes op learn spell.
1882 * Informs player of what happens. 1662 * Informs player of what happens.
1883 */ 1663 */
1664void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1665do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1666{
1886 object *tmp; 1667 object *tmp;
1887 1668
1888 if (op->type != PLAYER) { 1669 if (op->type != PLAYER)
1670 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1671 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1672 return;
1891 } 1673 }
1892 1674
1893 /* Upgrade special prayers to normal prayers */ 1675 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1676 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1677 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1678 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1679 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1680 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1681 return;
1898 } 1682 }
1899 return; 1683 return;
1900 } 1684 }
1901 1685
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1686 op->contr->play_sound (sound_find ("learn_spell"));
1903 tmp = get_object(); 1687
1904 copy_object(spell, tmp); 1688 tmp = spell->clone ();
1905 insert_ob_in_ob(tmp, op); 1689 insert_ob_in_ob (tmp, op);
1906 1690
1907 if (special_prayer) { 1691 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1692 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1693
1911 new_draw_info_format (NDI_UNIQUE, 0, op,
1912 "Type 'bind cast %s", spell->name);
1913 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1914 esrv_add_spells(op->contr, tmp); 1694 esrv_add_spells (op->contr, tmp);
1915} 1695}
1916 1696
1917/** 1697/**
1918 * Erases spell from player's inventory. 1698 * Erases spell from player's inventory.
1919 */ 1699 */
1700void
1920void do_forget_spell (object *op, const char *spell) 1701do_forget_spell (object *op, const char *spell)
1921{ 1702{
1922 object *spob; 1703 object *spob;
1923 1704
1924 if (op->type != PLAYER) { 1705 if (op->type != PLAYER)
1706 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1707 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1708 return;
1927 } 1709 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1710 if ((spob = check_spell_known (op, spell)) == NULL)
1711 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1712 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1713 return;
1931 }
1932 1714 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1715
1934 "You lose knowledge of %s.", spell); 1716 op->failmsg (format ("You lose knowledge of %s.", spell));
1935 player_unready_range_ob(op->contr, spob); 1717 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1718 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1719 spob->destroy ();
1938 free_object(spob);
1939} 1720}
1940 1721
1941/** 1722/**
1942 * Handles player applying a spellbook. 1723 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1724 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1725 * stuff like that. Random learning failure too.
1945 */ 1726 */
1727static void
1946static void apply_spellbook (object *op, object *tmp) 1728apply_spellbook (object *op, object *tmp)
1947{ 1729{
1948 object *skop, *spell, *spell_skill; 1730 object *skop, *spell, *spell_skill;
1949 1731
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1732 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952 return;
1953 } 1733 {
1734 op->failmsg ("You are unable to read while blind.");
1735 return;
1736 }
1954 1737
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1738 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1739 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1740 * legacy spellbooks
1958 */ 1741 */
1959 1742 if (tmp->slaying)
1960 if(tmp->slaying != NULL) { 1743 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1744 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1745 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1746 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1747 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1965 return; 1748 return;
1966 } 1749 }
1967 else 1750 else
1968 insert_ob_in_ob(spell, tmp); 1751 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying); 1752
1970 tmp->slaying=NULL; 1753 tmp->slaying = 0;
1971 } 1754 }
1972 1755
1973 skop = find_skill_by_name(op, tmp->skill); 1756 skop = find_skill_by_name (op, tmp->skill);
1974 1757
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1758 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1759 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1760 if (!skop)
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return;
1980 } 1761 {
1762 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1763 return;
1764 }
1981 1765
1982 spell = tmp->inv; 1766 spell = tmp->inv;
1767
1983 if (!spell) { 1768 if (!spell)
1769 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1770 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1985 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1771 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1986 return; 1772 return;
1987 }
1988 if (spell->level > (skop->level+10)) {
1989 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1990 return;
1991 } 1773 }
1992 1774
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1775 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1994 "The spellbook contains the %s level spell %s.", 1776 {
1995 get_levelnumber(spell->level), spell->name); 1777 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1778 return;
1779 }
1996 1780
1781 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1782
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1998 identify(tmp); 1784 identify (tmp);
1999 if (tmp->env)
2000 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2001 else
2002 op->contr->socket.update_look=1;
2003 }
2004 1785
2005 /* I removed the check for special_prayer_mark here - it didn't make 1786 /* I removed the check for special_prayer_mark here - it didn't make
2006 * a lot of sense - special prayers are not found in spellbooks, and 1787 * a lot of sense - special prayers are not found in spellbooks, and
2007 * if the player doesn't know the spell, doesn't make a lot of sense that 1788 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1789 * they would have a special prayer mark.
2009 */ 1790 */
2010 if (check_spell_known (op, spell->name)) { 1791 if (check_spell_known (op, spell->name))
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return;
2013 } 1792 {
1793 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1794 return;
1795 }
2014 1796
2015 if (spell->skill) { 1797 if (spell->skill)
1798 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1799 spell_skill = find_skill_by_name (op, spell->skill);
1800
2017 if (!spell_skill) { 1801 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 {
2019 "You lack the skill %s to use this spell", 1803 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2020 spell->skill);
2021 return; 1804 return;
2022 } 1805 }
1806
2023 if (spell_skill->level < spell->level) { 1807 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1808 {
2025 "You need to be level %d in %s to learn this spell.", 1809 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2026 spell->level, spell->skill);
2027 return; 1810 return;
2028 } 1811 }
2029 } 1812 }
2030 1813
2031 /* Logic as follows 1814 /* Logic as follows
2032 * 1815 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1816 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1817 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1818 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1819 * a spell.
2037 * 1820 *
2038 * 3 -Automatically fail to learn if you read while confused 1821 * 3 -Automatically fail to learn if you read while confused
2039 * 1822 *
2040 * Overall, chances are the same but a player will find having a high 1823 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1824 * literacy rate very useful! -b.t.
2042 */ 1825 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1826 if (QUERY_FLAG (op, FLAG_CONFUSED))
2044 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1827 {
1828 op->failmsg ("In your confused state you flub the wording of the text!");
2045 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1829 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1830 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1831 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1832 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2048 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1833 {
2049 1834 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2050 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2051 do_learn_spell (op, spell, 0); 1835 do_learn_spell (op, spell, 0);
2052 1836
2053 /* xp gain to literacy for spell learning */ 1837 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1838 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1839 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 1840 }
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1841 else
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 } 1842 {
2060 decrease_ob(tmp); 1843 op->contr->play_sound (sound_find ("fumble_spell"));
1844 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1845 }
1846
1847 tmp->decrease ();
2061} 1848}
2062 1849
2063/** 1850/**
2064 * Handles applying a spell scroll. 1851 * Handles applying a spell scroll.
2065 */ 1852 */
1853void
2066void apply_scroll (object *op, object *tmp, int dir) 1854apply_scroll (object *op, object *tmp, int dir)
2067{ 1855{
2068 object *skop; 1856 object *skop;
2069 1857
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1858 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2071 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2072 return;
2073 } 1859 {
1860 op->failmsg ("You are unable to read while blind.");
1861 return;
1862 }
2074 1863
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1864 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 1865 {
2077 "The scroll just doesn't make sense!"); 1866 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2078 return; 1867 return;
2079 } 1868 }
2080 1869
2081 if(op->type==PLAYER) { 1870 if (op->type == PLAYER)
1871 {
2082 /* players need a literacy skill to read stuff! */ 1872 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1873 int exp_gain = 0;
2084 1874
2085 /* hard code literacy - tmp->skill points to where the exp 1875 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1876 * should go for anything killed by the spell.
2087 */ 1877 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1878 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 1879
2090 if ( ! skop) { 1880 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 1881 {
2092 "You are unable to decipher the strange symbols."); 1882 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2093 return; 1883 return;
2094 } 1884 }
2095 1885
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1886 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1887 change_exp (op, exp_gain, skop->skill, 0);
2098 } 1888 }
2099 1889
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1890 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1891 identify (tmp);
2102 1892
2103 new_draw_info_format(NDI_BLACK, 0, op,
2104 "The scroll of %s turns to dust.", tmp->inv->name); 1893 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2105 1894
2106
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1895 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 1896 tmp->decrease ();
2109} 1897}
2110 1898
2111/** 1899/**
2112 * Applies a treasure object - by default, chest. op 1900 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 1901 * is the person doing the applying, tmp is the treasure
2114 * chest. 1902 * chest.
2115 */ 1903 */
1904static void
2116static void apply_treasure (object *op, object *tmp) 1905apply_treasure (object *op, object *tmp)
2117{ 1906{
2118 object *treas;
2119 tag_t tmp_tag = tmp->count, op_tag = op->count;
2120
2121
2122 /* Nice side effect of new treasure creation method is that the treasure 1907 /* Nice side effect of this treasure creation method is that the treasure
2123 * for the chest is done when the chest is created, and put into the chest 1908 * for the chest is done when the chest is created, and put into the chest
2124 * inventory. So that when the chest burns up, the items still exist. Also 1909 * inventory. So that when the chest burns up, the items still exist. Also
2125 * prevents people fromt moving chests to more difficult maps to get better 1910 * prevents people from moving chests to more difficult maps to get better
2126 * treasure 1911 * treasure
2127 */ 1912 */
1913 object *treas = tmp->inv;
2128 1914
1915 if (!treas)
1916 {
1917 op->statusmsg ("The chest was empty.");
1918 tmp->decrease ();
1919 return;
1920 }
1921
1922 while (tmp->inv)
1923 {
2129 treas = tmp->inv; 1924 treas = tmp->inv;
2130 if(treas==NULL) { 1925 treas->remove ();
2131 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2132 decrease_ob(tmp);
2133 return;
2134 }
2135 while (tmp->inv) {
2136 treas = tmp->inv;
2137 1926
2138 remove_ob(treas);
2139 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2140 query_name(treas));
2141
2142 treas->x=op->x; 1927 treas->x = op->x;
2143 treas->y=op->y; 1928 treas->y = op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1929 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2145 1930
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1931 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2147 && QUERY_FLAG (op, FLAG_ALIVE))
2148 spring_trap (treas, op); 1932 spring_trap (treas, op);
1933
2149 /* If either player or container was destroyed, no need to do 1934 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with 1935 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise 1936 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed 1937 * any way for the treasure chest or player to get killed.
2153 */ 1938 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1939 if (op->destroyed () || tmp->destroyed ())
2155 break; 1940 break;
2156 } 1941 }
2157 1942
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1943 if (!tmp->destroyed () && !tmp->inv)
2159 decrease_ob (tmp); 1944 tmp->decrease ();
2160
2161} 1945}
2162 1946
2163/** 1947/**
2164 * op eats food. 1948 * op eats food.
2165 * If player, takes care of messages and dragon special food. 1949 * If player, takes care of messages and dragon special food.
2166 */ 1950 */
1951static void
2167static void apply_food (object *op, object *tmp) 1952apply_food (object *op, object *tmp)
2168{ 1953{
2169 int capacity_remaining; 1954 int capacity_remaining;
2170 1955
2171 if(op->type!=PLAYER) 1956 if (op->type != PLAYER)
2172 op->stats.hp=op->stats.maxhp; 1957 op->stats.hp = op->stats.maxhp;
2173 else { 1958 else
1959 {
2174 /* check if this is a dragon (player), eating some flesh */ 1960 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1961 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2176 ; 1962 ;
2177 else { 1963 else
1964 {
2178 /* usual case - no dragon meal: */ 1965 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) { 1966 if (op->stats.food + tmp->stats.food > 999)
1967 {
2180 if(tmp->type==FOOD || tmp->type==FLESH) 1968 if (tmp->type == FOOD || tmp->type == FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1969 op->failmsg ("You feel full, but what a waste of food!");
2182 else 1970 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1971 op->statusmsg ("Most of the drink goes down your face not your throat!");
2184 } 1972 }
2185 1973
1974 tmp->play_sound (
1975 tmp->sound
1976 ? tmp->sound
1977 : tmp->type == DRINK
1978 ? sound_find ("eat_drink")
1979 : sound_find ("eat_food")
1980 );
1981
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1982 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2187 char buf[MAX_BUF]; 1983 {
2188 1984 const char *buf;
1985
2189 if (!is_dragon_pl(op)) { 1986 if (!is_dragon_pl (op))
1987 {
2190 /* eating message for normal players*/ 1988 /* eating message for normal players */
2191 if(tmp->type==DRINK) 1989 if (tmp->type == DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1990 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2193 else 1991 else
2194 sprintf(buf,"The %s tasted %s",tmp->name, 1992 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2195 tmp->type==FLESH?"terrible!":"good."); 1993 }
2196 } 1994 else
2197 else {
2198 /* eating message for dragon players*/ 1995 /* eating message for dragon players */
2199 sprintf(buf,"The %s tasted terrible!",tmp->name); 1996 buf = format ("The %s tasted terrible!", &tmp->name);
2200 }
2201 1997
2202 new_draw_info(NDI_UNIQUE, 0,op,buf); 1998 op->statusmsg (buf);
1999
2203 capacity_remaining = 999 - op->stats.food; 2000 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food; 2001 op->stats.food += tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food) 2002 if (capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50; 2003 op->stats.hp += capacity_remaining / 50;
2207 else 2004 else
2208 op->stats.hp+=tmp->stats.food/50; 2005 op->stats.hp += tmp->stats.food / 50;
2006
2209 if(op->stats.hp>op->stats.maxhp) 2007 if (op->stats.hp > op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp; 2008 op->stats.hp = op->stats.maxhp;
2211 if (op->stats.food > 999) 2009 if (op->stats.food > 999)
2212 op->stats.food = 999; 2010 op->stats.food = 999;
2213 } 2011 }
2214 2012
2215 /* special food hack -b.t. */ 2013 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2014 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2217 eat_special_food(op,tmp); 2015 eat_special_food (op, tmp);
2218 } 2016 }
2219 } 2017 }
2018
2220 handle_apply_yield(tmp); 2019 handle_apply_yield (tmp);
2221 decrease_ob(tmp); 2020 tmp->decrease ();
2222} 2021}
2223 2022
2224/** 2023/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 2024 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 2025 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 2028 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 2029 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 2030 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 2031 * int 1 if eating successful, 0 if it doesn't work
2233 */ 2032 */
2033int
2234int dragon_eat_flesh(object *op, object *meal) { 2034dragon_eat_flesh (object *op, object *meal)
2035{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 2036 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 2037 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 2038 object *tmp = NULL; /* tmp. object */
2238 2039
2239 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 2040 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 2041 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2042 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 2043 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2044 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 2045 int winners = 0; /* number of winners */
2246 int i; /* index */ 2046 int i; /* index */
2247 2047
2248 /* let's make sure and doublecheck the parameters */ 2048 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2050 return 0;
2251 2051
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2053 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2055 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2257 skin = tmp; 2057 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2259 abil = tmp; 2059 abil = tmp;
2260 } 2060
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2063 if (skin == NULL || abil == NULL)
2266 2064 return 0;
2065
2267 /* now start by filling stomache and health, according to food-value */ 2066 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2067 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2068 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2069 else
2271 op->stats.hp += meal->stats.food/50; 2070 op->stats.hp += meal->stats.food / 50;
2071
2272 if(op->stats.hp>op->stats.maxhp) 2072 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2073 op->stats.hp = op->stats.maxhp;
2274 2074
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2075 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2076
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2077 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2078
2279 /* on to the interesting part: chances for adding resistance */ 2079 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2080 for (i = 0; i < NROFATTACKS; i++)
2081 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2082 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2083 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2084 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2085
2284 /* this bonus makes resistance increase easier at lower levels */ 2086 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2087 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2088 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2089 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2090
2289 /* monster bonus increases with level, because high-level 2091 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2092 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2093 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2094
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2095 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2096 ((double) settings.max_level)) - skin->resist[i];
2295 2097
2296 if (chance >= 0.) 2098 if (chance >= 0.)
2297 chance += 1.; 2099 chance += 1.;
2298 else 2100 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2101 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2102
2301 /* chance is proportional to amount of resistance (max. 50) */ 2103 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2104 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2105
2304 /* doubled chance for resistance of ability-focus */ 2106 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2107 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2108 chance = MIN (100., chance * 2.);
2307 2109
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2110 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2111 if (rndm (10000) < (unsigned int) (chance * 100))
2112 {
2310 atnr_winner[winners] = i; 2113 atnr_winner[winners] = i;
2311 winners++; 2114 winners++;
2312 } 2115 }
2313 2116
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2117 if (chance >= 0.01)
2315 2118 totalchance *= 1 - chance / 100;
2119
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2120 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2121 }
2318 } 2122 }
2319 2123
2320 /* inverse totalchance as until now we have the failure-chance */ 2124 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2125 totalchance = 100 - totalchance * 100;
2126
2322 /* print message according to totalchance */ 2127 /* print message according to totalchance */
2128 const char *buf;
2323 if (totalchance > 50.) 2129 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2130 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2131 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2132 buf = format ("The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2133 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2134 buf = format ("The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2135 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2136 buf = format ("The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2137 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2138 buf = format ("The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2139 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2140 buf = format ("The %s tasted strange.", &meal->name);
2335 else 2141 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2142 buf = format ("The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2143
2338 2144 op->statusmsg (buf);
2145
2339 /* now choose a winner if we have any */ 2146 /* now choose a winner if we have any */
2340 i = -1; 2147 i = -1;
2341 if (winners>0) 2148 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2149 i = atnr_winner[RANDOM () % winners];
2343 2150
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2151 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2152 {
2345 /* resistance increased! */ 2153 /* resistance increased! */
2346 skin->resist[i]++; 2154 skin->resist[i]++;
2347 fix_player(op); 2155 op->update_stats ();
2156
2157 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2348 2158 }
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2159
2350 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2351 }
2352
2353 /* if this flesh contains a new ability focus, we mark it 2160 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2161 into the ability_force and it will take effect on next level */
2355 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2162 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2356 && meal->last_eat != abil->last_eat) { 2163 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2164 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2165
2359 if (meal->last_eat != abil->stats.exp) { 2166 if (meal->last_eat != abil->stats.exp)
2167 op->statusmsg (format (
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2168 "Your metabolism prepares to focus on %s!\n"
2169 "The change will happen at level %d.",
2361 change_resist_msg[meal->last_eat]); 2170 change_resist_msg[meal->last_eat],
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2171 abil->level + 1
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2172 ));
2364 new_draw_info(NDI_UNIQUE, 0, op, buf);
2365 }
2366 else { 2173 else
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2174 {
2368 change_resist_msg[meal->last_eat]); 2175 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2369 new_draw_info(NDI_UNIQUE, 0, op, buf);
2370 abil->last_eat = 0; 2176 abil->last_eat = 0;
2371 } 2177 }
2372 } 2178 }
2179
2373 return 1; 2180 return 1;
2374}
2375
2376static void apply_savebed (object *pl)
2377{
2378#ifndef COZY_SERVER
2379 if(!pl->contr->name_changed||!pl->stats.exp) {
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2381 return;
2382 }
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390
2391 /* update respawn position */
2392 strcpy(pl->contr->savebed_map, pl->map->path);
2393 pl->contr->bed_x = pl->x;
2394 pl->contr->bed_y = pl->y;
2395
2396 strcpy(pl->contr->killer,"left");
2397 check_score(pl); /* Always check score */
2398 (void)save_player(pl,0);
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406} 2181}
2407 2182
2408/** 2183/**
2409 * Handles applying an improve armor scroll. 2184 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2185 * Does some sanity checks, then calls improve_armour.
2411 */ 2186 */
2187static void
2412static void apply_armour_improver (object *op, object *tmp) 2188apply_armour_improver (object *op, object *tmp)
2413{ 2189{
2414 object *armor; 2190 object *armor;
2415 2191
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2192 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2417 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2418 return;
2419 } 2193 {
2420 armor=find_marked_object(op); 2194 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2421 if ( ! armor) {
2422 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2423 return; 2195 return;
2424 } 2196 }
2197
2198 armor = find_marked_object (op);
2199
2200 if (!armor)
2201 {
2202 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2203 return;
2204 }
2205
2425 if (armor->type != ARMOUR 2206 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2207 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2208 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2428 && armor->type != BRACERS && armor->type != SHIELD
2429 && armor->type != HELMET)
2430 { 2209 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2210 op->failmsg ("Your marked item is not armour!\n");
2432 return; 2211 return;
2433 } 2212 }
2434 2213
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2214 op->statusmsg ("Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2215 improve_armour (op, tmp, armor);
2437} 2216}
2438 2217
2439 2218void
2440extern void apply_poison (object *op, object *tmp) 2219apply_poison (object *op, object *tmp)
2441{ 2220{
2442 if (op->type == PLAYER) { 2221 // need to do it now when it is still on the map
2443 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2444 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2445 strcpy(op->contr->killer,"poisonous booze");
2446 }
2447 if (tmp->stats.hp > 0) {
2448 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2449 tmp->stats.hp);
2450 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2451 }
2452 op->stats.food-=op->stats.food/4;
2453 handle_apply_yield(tmp); 2222 handle_apply_yield (tmp);
2454 decrease_ob(tmp);
2455}
2456 2223
2224 object *poison = tmp->split (1);
2225
2226 if (op->type == PLAYER)
2227 {
2228 op->contr->play_sound (sound_find ("drink_poison"));
2229 op->failmsg ("Yech! That tasted poisonous!");
2230 op->contr->killer = poison;
2231 }
2232
2233 if (poison->stats.hp > 0)
2234 {
2235 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2236 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2237 }
2238
2239 op->stats.food -= op->stats.food / 4;
2240 poison->destroy ();
2241}
2242
2457/** 2243/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2244 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2459 * A valid 2 way exit means: 2245 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side) 2246 * -You can come back (there is another exit at the other side)
2461 * -You are 2247 * -You are
2462 * ° the owner of the exit 2248 * ° the owner of the exit
2463 * ° or in the same party as the owner 2249 * ° or in the same party as the owner
2464 * 2250 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2251 * Note: a owner in a 2 way exit is saved as the owner's name
2466 * in the field exit->name cause the field exit->owner doesn't 2252 * in the field exit->name cause the field exit->owner doesn't
2467 * survive in the swapping (in fact the whole exit doesn't survive). 2253 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2254 */
2255int
2469int is_legal_2ways_exit (object* op, object *exit) 2256is_legal_2ways_exit (object *op, object *exit)
2470 { 2257{
2471 object * tmp; 2258 if (exit->stats.exp != 1)
2472 object * exit_owner; 2259 return 1; /*This is not a 2 way, so it is legal */
2473 player * pp; 2260
2474 mapstruct * exitmap; 2261#if 0 //TODO
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2262 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2263 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2264#endif
2478 * all the exits in destination and try to find one with same path as 2265
2479 * the current exit's position */ 2266 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2267
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2268 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2269
2483 if (exitmap) 2270 if (exitmap)
2484 { 2271 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2272 exitmap->load_sync ();
2486 if (!tmp) return 0; 2273
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2274 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2275
2276 if (!tmp)
2277 return 0;
2278
2279 for (; tmp; tmp = tmp->above)
2488 { 2280 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2281 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2282 continue; /*Not an exit */
2491 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2492 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2493 2283
2284 if (!EXIT_PATH (tmp))
2285 continue; /*Not a valid exit */
2286
2287 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2288 continue; /*Not in the same place */
2289
2290 if (exit->map->path != EXIT_PATH (tmp))
2291 continue; /*Not in the same map */
2292
2494 /* From here we have found the exit is valid. However we do 2293 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the 2294 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2295 * town portals to prevent strangers from visiting your appartments
2497 */ 2296 */
2297 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2298 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2299
2500 for (pp=first_player;pp;pp=pp->next) 2300 object *exit_owner = 0;
2301
2302 for_all_players (pp)
2501 { 2303 {
2502 if (!pp->ob) continue; 2304 if (!pp->ob)
2305 continue;
2306
2503 if (pp->ob->name!=exit->race) continue; 2307 if (pp->ob->name != exit->race)
2308 continue;
2309
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2310 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2311 break;
2506 } 2312 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2313
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2314 if (!exit_owner)
2315 return 0; /* No more owner */
2316
2317 if (exit_owner->contr == op->contr)
2318 return 1; /*It is your exit */
2319
2509 if ( exit_owner && /*There is a owner*/ 2320 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2321 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2322 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2323 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2324 return 0;
2325
2514 return 1; 2326 return 1;
2515 } 2327 }
2516 } 2328 }
2329
2517 return 0; 2330 return 0;
2518 } 2331}
2519
2520 2332
2521/** 2333/**
2522 * Main apply handler. 2334 * Main apply handler.
2523 * 2335 *
2524 * Checks for unpaid items before applying. 2336 * Checks for unpaid items before applying.
2532 * being applied. 2344 * being applied.
2533 * 2345 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2346 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2347 * them in this function - they are passed to apply_special
2536 */ 2348 */
2537 2349int
2538int manual_apply (object *op, object *tmp, int aflag) 2350manual_apply (object *op, object *tmp, int aflag)
2539{ 2351{
2540 if (tmp->head) tmp=tmp->head; 2352 tmp = tmp->head_ ();
2541 2353
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2354 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2355 {
2543 if (op->type == PLAYER) { 2356 if (op->type == PLAYER)
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2357 {
2358 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2545 return 1; 2359 return 1;
2546 } else { 2360 }
2361 else
2547 return 0; /* monsters just skip unpaid items */ 2362 return 0; /* monsters just skip unpaid items */
2548 } 2363 }
2364
2365 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2366 return RESULT_INT (0);
2367
2368 switch (tmp->type)
2549 } 2369 {
2550 2370 case CF_HANDLE:
2551 2371 op->play_sound (sound_find ("turn_handle"));
2552 /* Lauwenmark: Handle for plugin apply event */ 2372 op->statusmsg ("You turn the handle.");
2553 //TODO: remove 2373 tmp->value = tmp->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2374 SET_ANIMATION (tmp, tmp->value);
2375 update_object (tmp, UP_OBJ_FACE);
2376 push_button (tmp);
2555 return 1; 2377 return 1;
2556 2378
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2379 case TRIGGER:
2380 if (check_trigger (tmp, op))
2381 {
2382 op->statusmsg ("You turn the handle.");
2383 op->play_sound (sound_find ("turn_handle"));
2384 }
2385 else
2386 op->failmsg ("The handle doesn't move.");
2387
2558 return 1; 2388 return 1;
2559 2389
2560 switch (tmp->type) { 2390 case EXIT:
2561
2562 case TRANSPORT:
2563 return apply_transport(op, tmp, aflag);
2564
2565 case CF_HANDLE:
2566 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2567 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2568 tmp->value=tmp->value?0:1;
2569 SET_ANIMATION(tmp, tmp->value);
2570 update_object(tmp,UP_OBJ_FACE);
2571 push_button(tmp);
2572 return 1;
2573
2574 case TRIGGER:
2575 if (check_trigger (tmp, op)) {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2577 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2578 } else {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 }
2581 return 1;
2582
2583 case EXIT:
2584 if (op->type != PLAYER) 2391 if (op->type != PLAYER)
2585 return 0; 2392 return 0;
2393
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2394 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2395 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2588 query_name(tmp)); 2396 else
2589 } else { 2397 {
2590 /* Don't display messages for random maps. */ 2398 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2399 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2400 op->statusmsg (tmp->msg, NDI_NAVY);
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2401
2594 enter_exit(op,tmp); 2402 op->enter_exit (tmp);
2595 } 2403 }
2404
2596 return 1; 2405 return 1;
2597 2406
2598 case SIGN: 2407 case INSCRIBABLE:
2408 op->statusmsg (tmp->msg);
2409 // maybe show a spell menu to chose from or something like that
2410 return 1;
2411
2412 case SIGN:
2599 apply_sign (op, tmp, 0); 2413 apply_sign (op, tmp, 0);
2600 return 1; 2414 return 1;
2601 2415
2602 case BOOK: 2416 case BOOK:
2603 if (op->type == PLAYER) { 2417 if (op->type == PLAYER)
2418 {
2604 apply_book (op, tmp); 2419 apply_book (op, tmp);
2605 return 1; 2420 return 1;
2606 } else { 2421 }
2607 return 0; 2422 else
2608 } 2423 return 0;
2609 2424
2610 case SKILLSCROLL: 2425 case SKILLSCROLL:
2611 if (op->type == PLAYER) { 2426 if (op->type == PLAYER)
2427 {
2612 apply_skillscroll (op, tmp); 2428 apply_skillscroll (op, tmp);
2613 return 1; 2429 return 1;
2614 } 2430 }
2431 else
2615 return 0; 2432 return 0;
2616 2433
2617 case SPELLBOOK: 2434 case SPELLBOOK:
2618 if (op->type == PLAYER) { 2435 if (op->type == PLAYER)
2436 {
2619 apply_spellbook (op, tmp); 2437 apply_spellbook (op, tmp);
2620 return 1; 2438 return 1;
2621 } 2439 }
2440 else
2622 return 0; 2441 return 0;
2623 2442
2624 case SCROLL: 2443 case SCROLL:
2625 apply_scroll (op, tmp, 0); 2444 apply_scroll (op, tmp, 0);
2626 return 1; 2445 return 1;
2627 2446
2628 case POTION: 2447 case POTION:
2629 (void) apply_potion(op, tmp); 2448 apply_potion (op, tmp);
2630 return 1; 2449 return 1;
2631 2450
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2451 /* Eneq(@csd.uu.se): Handle apply on containers. */
2452 //TODO: remove, as it is unsed?
2633 case CLOSE_CON: 2453 case CLOSE_CON:
2634 if (op->type==PLAYER)
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env); 2454 apply_container (op, tmp->env);
2638 return 1; 2455 return 1;
2639 2456
2640 case CONTAINER: 2457 case CONTAINER:
2641 if (op->type==PLAYER)
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp); 2458 apply_container (op, tmp);
2645 return 1; 2459 return 1;
2646 2460
2647 case TREASURE: 2461 case TREASURE:
2648 if (op->type == PLAYER) { 2462 if (op->type == PLAYER)
2463 {
2649 apply_treasure (op, tmp); 2464 apply_treasure (op, tmp);
2650 return 1; 2465 return 1;
2651 } else { 2466 }
2652 return 0; 2467 else
2653 } 2468 return 0;
2654 2469
2655 case WEAPON: 2470 case WEAPON:
2656 case ARMOUR: 2471 case ARMOUR:
2657 case BOOTS: 2472 case BOOTS:
2658 case GLOVES: 2473 case GLOVES:
2659 case AMULET: 2474 case AMULET:
2660 case GIRDLE: 2475 case GIRDLE:
2661 case BRACERS: 2476 case BRACERS:
2662 case SHIELD: 2477 case SHIELD:
2663 case HELMET: 2478 case HELMET:
2664 case RING: 2479 case RING:
2665 case CLOAK: 2480 case CLOAK:
2666 case WAND: 2481 case WAND:
2667 case ROD: 2482 case ROD:
2668 case HORN: 2483 case HORN:
2669 case SKILL: 2484 case SKILL:
2670 case BOW: 2485 case BOW:
2671 case LAMP: 2486 case LAMP:
2672 case BUILDER: 2487 case BUILDER:
2673 case SKILL_TOOL: 2488 case SKILL_TOOL:
2674 if (tmp->env != op) 2489 if (tmp->env != op)
2675 return 2; /* not in inventory */ 2490 return 2; /* not in inventory */
2491
2676 (void) apply_special (op, tmp, aflag); 2492 apply_special (op, tmp, aflag);
2677 return 1; 2493 return 1;
2678 2494
2679 case DRINK: 2495 case DRINK:
2680 case FOOD: 2496 case FOOD:
2681 case FLESH: 2497 case FLESH:
2682 apply_food (op, tmp); 2498 apply_food (op, tmp);
2683 return 1; 2499 return 1;
2684 2500
2685 case POISON: 2501 case POISON:
2686 apply_poison (op, tmp); 2502 apply_poison (op, tmp);
2687 return 1; 2503 return 1;
2688 2504
2689 case SAVEBED: 2505 case SAVEBED:
2506 return 1;
2507
2508 case ARMOUR_IMPROVER:
2690 if (op->type == PLAYER) { 2509 if (op->type == PLAYER)
2691 apply_savebed (op); 2510 {
2692 return 1; 2511 apply_armour_improver (op, tmp);
2693 } else { 2512 return 1;
2694 return 0; 2513 }
2695 } 2514 else
2515 return 0;
2696 2516
2697 case ARMOUR_IMPROVER: 2517 case WEAPON_IMPROVER:
2518 check_improve_weapon (op, tmp);
2519 return 1;
2520
2521 case CLOCK:
2698 if (op->type == PLAYER) { 2522 if (op->type == PLAYER)
2699 apply_armour_improver (op, tmp); 2523 {
2700 return 1; 2524 char buf[MAX_BUF];
2701 } else { 2525 timeofday_t tod;
2702 return 0;
2703 }
2704 2526
2705 case WEAPON_IMPROVER: 2527 get_tod (&tod);
2706 (void) check_improve_weapon(op, tmp); 2528 op->play_sound (sound_find ("sound_clock"));
2707 return 1; 2529 op->statusmsg (format (
2530 "It is %d minute%s past %d o'clock %s",
2531 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2532 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2533 ));
2534 return 1;
2535 }
2536 else
2537 return 0;
2708 2538
2709 case CLOCK: 2539 case MENU:
2710 if (op->type == PLAYER) { 2540 if (op->type == PLAYER)
2711 char buf[MAX_BUF]; 2541 {
2712 timeofday_t tod; 2542 shop_listing (tmp, op);
2543 return 1;
2544 }
2545 else
2546 return 0;
2713 2547
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL: 2548 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */ 2549 apply_power_crystal (op, tmp); /* see egoitem.c */
2736 return 1; 2550 return 1;
2737 2551
2738 case LIGHTER: /* for lighting torches/lanterns/etc */ 2552 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) { 2553 if (op->type == PLAYER)
2740 apply_lighter(op,tmp); 2554 {
2741 return 1; 2555 apply_lighter (op, tmp);
2742 } else { 2556 return 1;
2743 return 0; 2557 }
2558 else
2559 return 0;
2560
2561 case ITEM_TRANSFORMER:
2562 apply_item_transformer (op, tmp);
2563 return 1;
2564
2565 default:
2566 return 0;
2744 } 2567 }
2745
2746 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp );
2748 return 1;
2749
2750 default:
2751 return 0;
2752 }
2753} 2568}
2754
2755 2569
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2570/* quiet suppresses the "don't know how to apply" and "you must get it first"
2757 * messages as needed by player_apply_below(). But there can still be 2571 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2572 * "but you are floating high above the ground" messages.
2759 * 2573 *
2760 * Same return value as apply() function. 2574 * Same return value as apply() function.
2761 */ 2575 */
2576int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2577player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2578{
2764 int tmp;
2765
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2579 if (!op->env && (pl->move_type & MOVE_FLYING))
2580 {
2767 /* player is flying and applying object not in inventory */ 2581 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2582 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2583 {
2770 "above the ground!"); 2584 pl->failmsg ("But you are floating high above the ground! "
2585 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2586 "or waiting till the levitation effect wears off.>");
2771 return 0; 2587 return 0;
2772 } 2588 }
2773 }
2774
2775 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2776 * applied.
2777 */
2778 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2779 { 2589 }
2780 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2781 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2782 "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 remove_ob (op);
2785 free_object (op);
2786 return 1;
2787 }
2788 2590
2789 pl->contr->last_used = op; 2591 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2592
2792 tmp = manual_apply (pl, op, aflag); 2593 int tmp = manual_apply (pl, op, aflag);
2594
2793 if ( ! quiet) { 2595 if (!quiet)
2596 {
2794 if (tmp == 0) 2597 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2598 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2796 "I don't know how to apply the %s.",
2797 query_name (op));
2798 else if (tmp == 2) 2599 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2600 pl->failmsg ("You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2601 }
2602
2802 return tmp; 2603 return tmp;
2803} 2604}
2804 2605
2805/** 2606/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2607 * player_apply_below attempts to apply the object 'below' the player.
2807 * If the player has an open container, we use that for below, otherwise 2608 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2609 * we use the ground.
2809 */ 2610 */
2810 2611void
2811void player_apply_below (object *pl) 2612player_apply_below (object *pl)
2812{ 2613{
2813 object *tmp, *next;
2814 int floors; 2614 int floors = 0;
2815 2615
2816 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2817 apply_transport(pl, pl->contr->transport, 0);
2818 return;
2819 }
2820
2821 /* If using a container, set the starting item to be the top 2616 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2617 * item in the container. Otherwise, use the map.
2823 */
2824 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2825
2826 /* This is perhaps more complicated. However, I want to make sure that 2618 * This is perhaps more complicated. However, I want to make sure that
2827 * we don't use a corrupt pointer for the next object, so we get the 2619 * we don't use a corrupt pointer for the next object, so we get the
2828 * next object in the stack before applying. This is can only be a 2620 * next object in the stack before applying. This is can only be a
2829 * problem if player_apply() has a bug in that it uses the object but does 2621 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 2622 * not return a proper value.
2831 */ 2623 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 2624 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2625 {
2833 next = tmp->below; 2626 next = tmp->below;
2627
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2628 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 2629 floors++;
2836 else if (floors > 0) 2630 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 2631 return; /* process only floor objects after first floor object */
2838 2632
2839 /* If it is visible, player can apply it. If it is applied by 2633 /* If it is visible, player can apply it. If it is applied by
2840 * person moving on it, also activate. Added code to make it 2634 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 2635 * so that at least one of players movement types be that which
2842 * the item needs. 2636 * the item needs.
2843 */ 2637 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2638 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2639 {
2845 if (player_apply (pl, tmp, 0, 1) == 1) 2640 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 2641 return;
2847 } 2642 }
2848 if (floors >= 2) 2643 if (floors >= 2)
2849 return; /* process at most two floor objects */ 2644 return; /* process at most two floor objects */
2850 } 2645 }
2851} 2646}
2852 2647
2853/** 2648/**
2854 * Unapplies specified item. 2649 * Unapplies specified item.
2855 * No check done on cursed/damned. 2650 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 2651 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 2652 * to keep the size of apply_special to a more managable size.
2858 */ 2653 */
2654static int
2859static int unapply_special (object *who, object *op, int aflags) 2655unapply_special (object *who, object *op, int aflags)
2860{ 2656{
2861 object *tmp2; 2657 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2658 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2659 return RESULT_INT (0);
2862 2660
2863 CLEAR_FLAG(op, FLAG_APPLIED); 2661 CLEAR_FLAG (op, FLAG_APPLIED);
2662
2864 switch(op->type) { 2663 switch (op->type)
2865 case WEAPON: 2664 {
2866 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2867
2868 (void) change_abil (who,op);
2869 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2870 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2871 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2872 who->current_weapon_script = NULL;
2873 who->current_weapon = NULL;
2874 clear_skill(who);
2875 break;
2876
2877 case SKILL: /* allows objects to impart skills */
2878 case SKILL_TOOL: 2665 case SKILL_TOOL:
2879 if (op != who->chosen_skill) { 2666 // unapplying a skill tool should also unapply the skill it governs
2880 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2667 // but this is hard, as it shouldn't do so when the skill can
2881 } 2668 // be used for other reasons
2882 if (who->type==PLAYER) { 2669 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2883 if (who->contr->shoottype == range_skill) 2670 if (tmp->skill == op->skill
2884 who->contr->shoottype = range_none; 2671 && tmp->type == SKILL
2885 if ( ! op->invisible) { 2672 && tmp->flag [FLAG_APPLIED]
2886 new_draw_info_format (NDI_UNIQUE, 0, who, 2673 && !tmp->flag [FLAG_CAN_USE_SKILL])
2887 "You stop using the %s.", query_name(op)); 2674 unapply_special (who, tmp, 0);
2888 } else {
2889 new_draw_info_format (NDI_UNIQUE, 0, who,
2890 "You can no longer use the skill: %s.",
2891 op->skill);
2892 }
2893 }
2894 (void) change_abil (who, op);
2895 who->chosen_skill = NULL;
2896 CLEAR_FLAG (who, FLAG_READY_SKILL);
2897 break;
2898 2675
2899 case ARMOUR: 2676 change_abil (who, op);
2900 case HELMET:
2901 case SHIELD:
2902 case RING:
2903 case BOOTS:
2904 case GLOVES:
2905 case AMULET:
2906 case GIRDLE:
2907 case BRACERS:
2908 case CLOAK:
2909 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2910 (void) change_abil (who,op);
2911 break;
2912 case LAMP:
2913 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2914 op->name);
2915 tmp2 = arch_to_object(op->other_arch);
2916 tmp2->x = op->x;
2917 tmp2->y = op->y;
2918 tmp2->map = op->map;
2919 tmp2->below = op->below;
2920 tmp2->above = op->above;
2921 tmp2->stats.food = op->stats.food;
2922 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2923 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2924 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2925 if (who->type == PLAYER)
2926 esrv_del_item(who->contr, (tag_t)op->count);
2927 remove_ob(op);
2928 free_object(op);
2929 insert_ob_in_ob(tmp2, who);
2930 fix_player(who);
2931 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2932 if (who->type == PLAYER) {
2933 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2934 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2935 }
2936 }
2937 if(who->type==PLAYER)
2938 esrv_send_item(who, tmp2);
2939 return 1; /* otherwise, an attempt to drop causes problems */
2940 break;
2941 case BOW:
2942 case WAND:
2943 case ROD:
2944 case HORN:
2945 clear_skill(who);
2946 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2947 if(who->type==PLAYER) {
2948 who->contr->shoottype = range_none;
2949 } else {
2950 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else
2953 CLEAR_FLAG(who, FLAG_READY_RANGE);
2954 }
2955 break;
2956
2957 case BUILDER:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2959 who->contr->shoottype = range_none;
2960 who->contr->ranges[ range_builder ] = NULL;
2961 break; 2677 break;
2962 2678
2963 default: 2679 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2680 if (player *pl = who->contr)
2965 break; 2681 if (op == pl->combat_ob)
2966 } 2682 {
2967 2683 pl->combat_ob = 0;
2968 fix_player(who); 2684 who->change_weapon (pl->ranged_ob);
2969
2970 if ( ! (aflags & AP_NO_MERGE)) {
2971 object *tmp;
2972
2973 tag_t del_tag = op->count;
2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER) {
2976 if (tmp) { /* it was merged */
2977 esrv_del_item (who->contr, del_tag);
2978 op = tmp;
2979 } 2685 }
2686
2687 who->statusmsg (format ("You unwield %s.", query_name (op)));
2688
2689 change_abil (who, op);
2690 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2691 break;
2692
2693 case SKILL:
2694 if (who->contr)
2695 {
2696 if (IS_COMBAT_SKILL (op->subtype))
2697 who->change_weapon (who->contr->combat_ob = 0);
2698 else if (IS_RANGED_SKILL (op->subtype))
2699 who->change_weapon (who->contr->ranged_ob = 0);
2700
2701 if (op->invisible)
2702 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2703 else
2704 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2705 }
2706
2707 change_abil (who, op);
2708 CLEAR_FLAG (who, FLAG_READY_SKILL);
2709 break;
2710
2711 case ARMOUR:
2712 case HELMET:
2713 case SHIELD:
2714 case RING:
2715 case BOOTS:
2716 case GLOVES:
2717 case AMULET:
2718 case GIRDLE:
2719 case BRACERS:
2720 case CLOAK:
2721 who->statusmsg (format ("You unwear %s.", query_name (op)));
2722 change_abil (who, op);
2723 break;
2724
2725 case LAMP:
2726 {
2727 who->statusmsg (format ("You turn off your %s.", &op->name));
2728
2729 object *tmp2 = arch_to_object (op->other_arch);
2730 tmp2->x = op->x;
2731 tmp2->y = op->y;
2732 tmp2->map = op->map;
2733 tmp2->below = op->below;
2734 tmp2->above = op->above;
2735 tmp2->stats.food = op->stats.food;
2736 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2737
2738 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2739 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2740
2741 op->destroy ();
2742 who->insert (tmp2);
2743 who->update_stats ();
2744
2745 if (who->contr)
2746 {
2747 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2748 {
2749 who->failmsg ("Oops, it feels deadly cold!");
2750 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2751 }
2752 }
2753 }
2754
2755 return 1; /* otherwise, an attempt to drop causes problems */
2756
2757 case BOW:
2758 case WAND:
2759 case ROD:
2760 case HORN:
2761 if (player *pl = who->contr)
2762 {
2763 if (op == pl->ranged_ob)
2764 {
2765 pl->ranged_ob = 0;
2766 who->change_weapon (pl->combat_ob);
2767 }
2768
2769 who->statusmsg (format ("You unready %s.", query_name (op)));
2770 }
2771 else
2772 {
2773 who->change_skill (0);
2774
2775 if (op->type == BOW)
2776 CLEAR_FLAG (who, FLAG_READY_BOW);
2777 else
2778 CLEAR_FLAG (who, FLAG_READY_RANGE);
2779 }
2780
2781 break;
2782
2783 case BUILDER:
2784 if (who->contr)
2785 who->statusmsg (format ("You unready %s.", query_name (op)));
2786 break;
2787
2788 default:
2789 who->statusmsg (format ("You unapply %s.", query_name (op)));
2790 break;
2791 }
2792
2793 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2794 if (object *pl = op->visible_to ())
2980 esrv_send_item (who, op); 2795 esrv_send_item (pl, op);
2981 } 2796
2982 } 2797 who->update_stats ();
2798
2983 return 0; 2799 return 0;
2984} 2800}
2985 2801
2986/** 2802/**
2987 * Returns the object that is using location 'loc'. 2803 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 2804 * Note that 'start' is the first object to start examing - we
2989 * then go through the below of this. In this way, you can do 2805 * then go through the below of this. In this way, you can do
2990 * something like: 2806 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 2807 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2808 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 2809 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 2810 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 2811 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 2812 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 2813 * invisible other objects that use
2998 * up body locations can be used as restrictions. 2814 * up body locations can be used as restrictions.
2999 */ 2815 */
3000object *get_item_from_body_location(object *start, int loc) 2816static object *
2817get_next_item_from_body_location (int loc, object *start)
3001{ 2818{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 2819 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2820 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2821 && tmp->slot[loc].info
2822 && (!tmp->invisible || tmp->type == SKILL))
2823 return tmp;
3009 2824
3010 return NULL; 2825 return 0;
3011} 2826}
3012
3013
3014 2827
3015/** 2828/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 2829 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 2830 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 2831 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 2834 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 2835 * if aflags is AP_PRINT, we instead print out waht to unapply
3023 * instead of doing it. This is a lot less code than having 2836 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 2837 * another function that does just that.
3025 */ 2838 */
2839
2840#define CANNOT_REMOVE_CURSED \
2841 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2842 "Praying over an altar, scrolls of remove curse/damnation, " \
2843 "priests or even other players might help.>"
2844
2845int
3026int unapply_for_ob(object *who, object *op, int aflags) 2846unapply_for_ob (object *who, object *op, int aflags)
3027{ 2847{
3028 int i; 2848 if (op->is_range ())
3029 object *tmp=NULL, *last;
3030
3031 /* If we are applying a shield or weapon, unapply any equipped shield
3032 * or weapons first - only allowed to use one weapon/shield at a time.
3033 */
3034 if (op->type == WEAPON || op->type == SHIELD) {
3035 for (tmp=who->inv; tmp; tmp=tmp->below) { 2849 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2850 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2851 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3038 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2852 {
3039 if (aflags & AP_PRINT) 2853 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2854 who->failmsg (query_name (tmp));
3041 else 2855 else
3042 unapply_special(who, tmp, aflags); 2856 unapply_special (who, tmp, aflags);
3043 } 2857 }
3044 else { 2858 else
2859 {
3045 /* In this case, we want to try and remove a cursed item. 2860 /* In this case, we want to try and remove a cursed item.
3046 * While we know it won't work, we want unapply_special to 2861 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 2862 * at least generate the message.
3048 */ 2863 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 2864 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3050 "No matter how hard you try, you just can't\nremove %s.", 2865 return 1;
3051 query_name(tmp)); 2866 }
3052 return 1;
3053 }
3054 2867
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2868 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2869 {
3060 /* this used up a slot that we need to free */ 2870 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 2871 if (op->slot[i].info)
3062 last = who->inv; 2872 {
2873 object *last = who->inv;
3063 2874
3064 /* We do a while loop - may need to remove several items in order 2875 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 2876 * to free up enough slots.
3066 */ 2877 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 2878 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 2879 {
3069 if (!tmp) { 2880 object *tmp = get_next_item_from_body_location (i, last);
2881
2882 if (!tmp)
2883 {
3070#if 0 2884#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2885 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2886 * equipped.
3073 */ 2887 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2888 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075 i, body_locations[i].save_name, who->name);
3076#endif 2889#endif
3077 return 1; 2890 return 1;
3078 } 2891 }
2892
3079 /* If we are just printing, we don't care about cursed status */ 2893 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2894 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3081 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2895 {
3082 if (aflags & AP_PRINT) 2896 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2897 who->failmsg (query_name (tmp));
3084 else 2898 else
3085 unapply_special(who, tmp, aflags); 2899 unapply_special (who, tmp, aflags);
3086 } 2900 }
3087 else { 2901 else
2902 {
3088 /* Cursed item that we can't unequip - tell the player. 2903 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2904 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 2905 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2906 * one cursed ring.)
3092 */ 2907 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2908 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 2909 }
3095 last = tmp->below; 2910
3096 } 2911 last = tmp->below;
2912 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2913 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 2914 * return in the !tmp would have kicked in.
3099 */ 2915 */
3100 } /* if op is using this body location */ 2916 } /* if op is using this body location */
3101 } /* for body lcoations */ 2917 } /* for body lcoations */
2918
3102 return 0; 2919 return 0;
3103} 2920}
3104 2921
3105/** 2922/**
3106 * Checks to see if 'who' can apply object 'op'. 2923 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2924 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2925 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2926 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2927 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 2928 * is set, do we really care what the other flags may be?)
3112 * 2929 *
3113 * See include/define.h for detailed description of the meaning of 2930 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2931 * these return values.
3115 */ 2932 */
2933int
3116int can_apply_object(object *who, object *op) 2934can_apply_object (object *who, object *op)
3117{ 2935{
2936 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2937 return RESULT_INT (0);
2938
3118 int i, retval=0; 2939 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 2940 object *tmp = 0, *ws = 0;
3120 2941
3121 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3122 * 2 weapons, but we don't want to let them do that. So if they are
3123 * trying to equip a weapon or shield, see if they already have one
3124 * in place and store that way.
3125 */
3126 if (op->type == WEAPON || op->type == SHIELD) {
3127 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3128 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3129 retval = CAN_APPLY_UNAPPLY;
3130 ws = tmp;
3131 }
3132 }
3133 }
3134
3135
3136 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2942 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 2943 {
2944 if (op->slot[i].info)
2945 {
3138 /* Item uses more slots than we have */ 2946 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 2947 if (who->slot[i].info + op->slot [i].info < 0)
2948 {
3140 /* Could return now for efficiently - rest of info below isn' 2949 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 2950 * really needed.
3142 */ 2951 */
3143 retval |= CAN_APPLY_NEVER; 2952 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2953 }
2954 else if (who->slot[i].used + op->slot[i].info < 0)
2955 {
3145 /* in this case, equipping this would use more free spots than 2956 /* in this case, equipping this would use more free spots than
3146 * we have. 2957 * we have.
3147 */ 2958 */
3148 object *tmp1;
3149 2959
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 2960 /* if we have an applied weapon/shield, and unapply it would free
3152 * enough slots to equip the new item, then just set this can 2961 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 2962 * apply unapply". We don't care about the logic below - if you have a
3154 * shield equipped and try to equip another shield, there is only 2963 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 2964 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 2965 * does take into the account cases where what is being applied
3157 * may be two handed for example. 2966 * may be two handed for example.
3158 */ 2967 */
3159 if (ws) { 2968 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2969 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 2970 {
3162 continue; 2971 retval |= CAN_APPLY_UNAPPLY;
3163 } 2972 continue;
3164 } 2973 }
3165 2974
3166 tmp1 = get_item_from_body_location(who->inv, i); 2975 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 2976 if (!tmp1)
2977 {
3168#if 0 2978#if 0
3169 /* This is sort of an error, but happens a lot when old players 2979 /* This is sort of an error, but happens a lot when old players
3170 * join in with more stuff equipped than they are now allowed. 2980 * join in with more stuff equipped than they are now allowed.
3171 */ 2981 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 2982 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 2983#endif
3175 retval |= CAN_APPLY_NEVER; 2984 retval |= CAN_APPLY_NEVER;
3176 } else { 2985 }
2986 else
2987 {
3177 /* need to unapply something. However, if this something 2988 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 2989 * is different than we had found before, it means they need
3179 * to apply multiple objects 2990 * to apply multiple objects
3180 */ 2991 */
3181 retval |= CAN_APPLY_UNAPPLY; 2992 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 2993
3183 else if (tmp != tmp1) { 2994 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 2995 tmp = tmp1;
3185 } 2996 else if (tmp != tmp1)
2997 retval |= CAN_APPLY_UNAPPLY_MULT;
2998
3186 /* This object isn't using up all the slots, so there must 2999 /* This object isn't using up all the slots, so there must
3187 * be another. If so, and it the new item doesn't need all 3000 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3001 * the slots, the player then has a choice.
3189 */ 3002 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3003 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 3004 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3005 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3006
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3007 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3008 * equipped? If not, there must be something else to unapply.
3196 */ 3009 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3010 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3011 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3012 }
3200 } 3013 } /* if not enough free slots */
3201 } /* if not enough free slots */ 3014 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3015 } /* for i -> num_body_locations loop */
3204 3016
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3017 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3018 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3019 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3020 * because you can't control those just by body location - bows, shields,
3209 * and weapons all use the same slot. Similar for horn/rod/wand - they 3021 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3022 * all use the same location.
3211 */ 3023 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3024 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3213 retval |= CAN_APPLY_RESTRICTION;
3214 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3215 retval |= CAN_APPLY_RESTRICTION;
3216
3217
3218 if (who->type != PLAYER) {
3219 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3220 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION;
3222 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3223 retval |= CAN_APPLY_RESTRICTION; 3025 retval |= CAN_APPLY_RESTRICTION;
3026
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3027 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3028 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3029
3030 if (who->type != PLAYER)
3031 {
3032 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3034
3035 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3036 retval |= CAN_APPLY_RESTRICTION;
3037
3038 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3039 retval |= CAN_APPLY_RESTRICTION;
3040
3041 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3042 retval |= CAN_APPLY_RESTRICTION;
3228 } 3043 }
3044
3229 return retval; 3045 return retval;
3230} 3046}
3231
3232
3233 3047
3234/** 3048/**
3235 * who is the object using the object. It can be a monster. 3049 * who is the object using the object. It can be a monster.
3236 * op is the object they are using. op is an equipment type item, 3050 * op is the object they are using. op is an equipment type item,
3237 * eg, one which you put on and keep on for a while, and not something 3051 * eg, one which you put on and keep on for a while, and not something
3246 * AP_UNAPPLY=always unapply). 3060 * AP_UNAPPLY=always unapply).
3247 * 3061 *
3248 * Optional flags: 3062 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 3063 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 3064 * AP_IGNORE_CURSE: unapply cursed items
3065 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 3066 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3067 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3068 *
3254 * apply_special() doesn't check for unpaid items. 3069 * apply_special() doesn't check for unpaid items.
3255 */ 3070 */
3071
3072#define LACK_ITEM_POWER \
3073 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3074
3075int
3256int apply_special (object *who, object *op, int aflags) 3076apply_special (object *who, object *op, int aflags)
3257{ 3077{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3078 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3079 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 3080
3262 if(who==NULL) { 3081 if (who == NULL)
3082 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3083 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3084 return 1;
3265 } 3085 }
3266 3086
3267 if(op->env!=who) 3087 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3088 return 1; /* op is not in inventory */
3269 3089
3270 /* trying to unequip op */ 3090 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3091 if (QUERY_FLAG (op, FLAG_APPLIED))
3092 {
3272 /* always apply, so no reason to unapply */ 3093 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3094 if (basic_flag == AP_APPLY)
3095 return 0;
3274 3096
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3097 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3276 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3098 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3099 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3278 "No matter how hard you try, you just can't\nremove %s.",
3279 query_name(op));
3280 return 1; 3100 return 1;
3281 } 3101 }
3102
3282 return unapply_special(who, op, aflags); 3103 return unapply_special (who, op, aflags);
3104 }
3105 else if (basic_flag == AP_UNAPPLY)
3106 return 0;
3107
3108 // if the item is combat/ranged, wield the relevant slot first
3109 // to resolve conflicts.
3110 if (player *pl = who->contr)
3111 switch (op->slottype ())
3112 {
3113 case slot_combat: who->change_weapon (pl->combat_ob); break;
3114 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3283 } 3115 }
3284 3116
3285 if (basic_flag == AP_UNAPPLY) return 0; 3117 splay (op);
3286 3118
3287 i = can_apply_object(who, op);
3288
3289 /* Can't just apply this object. Lets see what not and what to do */ 3119 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3120 if (int i = can_apply_object (who, op))
3121 {
3291 if (i & CAN_APPLY_NEVER) { 3122 if (i & CAN_APPLY_NEVER)
3292 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3123 {
3124 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3293 return 1; 3125 return 1;
3126 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3127 else if (i & CAN_APPLY_RESTRICTION)
3295 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3128 {
3129 who->failmsg (format (
3130 "You have a prohibition against using a %s. "
3131 "H<Your belief, profession or class prevents you from applying this item.>",
3132 query_name (op)
3133 ));
3296 return 1; 3134 return 1;
3297 } 3135 }
3136
3298 if (who->type != PLAYER) { 3137 if (who->type != PLAYER)
3138 {
3299 /* Some error, so don't try to equip something more */ 3139 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3140 if (unapply_for_ob (who, op, aflags))
3301 } else { 3141 return 1;
3302 if (who->contr->unapply == unapply_never || 3142 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3143 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3144 {
3145 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3146 {
3147 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 3148 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3149 return 1;
3307 } 3150 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 3152 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 3153 return 1;
3154 }
3311 } 3155 }
3312 } 3156
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3158 {
3315 skop=find_skill_by_name(who, op->skill); 3159 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3160
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3161 if (!skop)
3162 {
3163 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3318 return 1; 3164 return 1;
3319 } else { 3165 }
3166 else
3320 /* While experience will be credited properly, we want to change the 3167 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3168 * skill so that the dam and wc get updated
3322 */ 3169 */
3323 change_skill(who, skop, 0); 3170 who->change_skill (skop);
3324 }
3325 } 3171 }
3326 3172
3327 if (who->type == PLAYER && op->item_power && 3173 if (who->type == PLAYER
3174 && op->item_power
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3175 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1;
3331 } 3176 {
3332 3177 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3178 return 1;
3179 }
3333 3180
3334 /* Ok. We are now at the state where we can apply the new object. 3181 /* Ok. We are now at the state where we can apply the new object.
3335 * Note that we don't have the checks for can_use_... 3182 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3183 * below - that is already taken care of by can_apply_object.
3337 */ 3184 */
3338 3185 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3339 3186
3340 if(op->nrof > 1) 3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3341 tmp = get_split_ob(op,op->nrof - 1); 3188 return RESULT_INT (0);
3342 else
3343 tmp = NULL;
3344 3189
3345 switch(op->type) { 3190 switch (op->type)
3191 {
3346 case WEAPON: 3192 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3193 if (!check_weapon_power (who, op->last_eat))
3348 new_draw_info(NDI_UNIQUE, 0,who, 3194 {
3349 "That weapon is too powerful for you to use."); 3195 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3196
3351 if(tmp!=NULL) 3197 if (tmp)
3352 (void) insert_ob_in_ob(tmp,who); 3198 insert_ob_in_ob (tmp, who);
3353 return 1; 3199
3354 } 3200 return 1;
3201 }
3202
3203 //TODO: this obviously fails for players using a shorter prefix
3204 // i.e. "R" can use Ragnarok's sword.
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3205 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3206 {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3207 /* if the weapon does not have the name as the character, can't use it. */
3357 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3208 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3358 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3209 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3359 if(tmp!=NULL)
3360 (void) insert_ob_in_ob(tmp,who);
3361 return 1;
3362 }
3363 SET_FLAG(op, FLAG_APPLIED);
3364 3210
3365 if (skop) change_skill(who, skop, 1); 3211 if (tmp)
3366 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3367 SET_FLAG(who, FLAG_READY_WEAPON);
3368
3369 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3370
3371 (void) change_abil (who,op);
3372 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3373 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3374 LOG(llevDebug, "Scripting Weapon wielded\n");
3375 if (who->current_weapon_script) free_string(who->current_weapon_script);
3376 who->current_weapon_script=add_string(query_name(op));
3377 }
3378 who->current_weapon = op;*/
3379 break;
3380
3381 case ARMOUR:
3382 case HELMET:
3383 case SHIELD:
3384 case BOOTS:
3385 case GLOVES:
3386 case GIRDLE:
3387 case BRACERS:
3388 case CLOAK:
3389 case RING:
3390 case AMULET:
3391 SET_FLAG(op, FLAG_APPLIED);
3392 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3393 (void) change_abil (who,op);
3394 break;
3395 case LAMP:
3396 if (op->stats.food < 1) {
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3398 " fuel!", op->name);
3399 return 1;
3400 }
3401 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3402 op->name);
3403 tmp2 = arch_to_object(op->other_arch);
3404 tmp2->stats.food = op->stats.food;
3405 SET_FLAG(tmp2, FLAG_APPLIED);
3406 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3407 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3408 insert_ob_in_ob(tmp2, who); 3212 insert_ob_in_ob (tmp, who);
3409 3213
3410 /* Remove the old lantern */ 3214 return 1;
3411 if (who->type == PLAYER) 3215 }
3412 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op);
3414 free_object(op);
3415 3216
3416 /* insert the portion that was split off */ 3217 if (!skop)
3417 if(tmp!=NULL) { 3218 {
3418 (void) insert_ob_in_ob(tmp,who); 3219 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3419 if(who->type==PLAYER) 3220 return 1;
3420 esrv_send_item(who, tmp); 3221 }
3421 }
3422 fix_player(who);
3423 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3424 if (who->type == PLAYER) {
3425 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3426 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3427 }
3428 }
3429 if(who->type==PLAYER)
3430 esrv_send_item(who, tmp2);
3431 return 0;
3432 break;
3433 3222
3434 /* this part is needed for skill-tools */
3435 case SKILL:
3436 case SKILL_TOOL:
3437 if (who->chosen_skill) {
3438 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3439 return 1;
3440 }
3441 if (who->type == PLAYER) {
3442 who->contr->shoottype = range_skill;
3443 who->contr->ranges[range_skill] = op;
3444 if ( ! op->invisible) {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3446 query_name (op));
3447 new_draw_info_format (NDI_UNIQUE, 0, who,
3448 "You can now use the skill: %s.",
3449 op->skill);
3450 } else {
3451 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3452 op->skill? op->skill:op->name);
3453 }
3454 }
3455 SET_FLAG (op, FLAG_APPLIED); 3223 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3224 who->change_skill (skop);
3457 who->chosen_skill = op;
3458 SET_FLAG (who, FLAG_READY_SKILL);
3459 break;
3460
3461 case BOW:
3462 if (!check_weapon_power(who, op->last_eat)) {
3463 new_draw_info(NDI_UNIQUE, 0, who,
3464 "That item is too powerful for you to use.");
3465 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3466 if(tmp != NULL)
3467 (void)insert_ob_in_ob(tmp,who);
3468 return 1;
3469 }
3470 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3471 new_draw_info(NDI_UNIQUE, 0, who,
3472 "The weapon does not recognize you as its owner.");
3473 if(tmp != NULL)
3474 (void)insert_ob_in_ob(tmp,who);
3475 return 1;
3476 }
3477 /*FALLTHROUGH*/
3478 case WAND:
3479 case ROD:
3480 case HORN:
3481 /* check for skill, alter player status */
3482 SET_FLAG(op, FLAG_APPLIED);
3483 if (skop) change_skill(who, skop, 0);
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3485 3225
3486 if(who->type==PLAYER) { 3226 if (who->contr)
3487 if (op->type == BOW) { 3227 who->change_weapon (who->contr->combat_ob = op);
3488 (void)change_abil(who, op); 3228
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3229 who->statusmsg (format ("You wield %s.", query_name (op)));
3490 "You will now fire %s with %s.", 3230
3491 op->race ? op->race : "nothing", query_name(op));
3492 who->contr->shoottype = range_bow;
3493 } else {
3494 who->contr->shoottype = range_misc;
3495 }
3496 } else {
3497 if (op->type == BOW)
3498 SET_FLAG (who, FLAG_READY_BOW);
3499 else
3500 SET_FLAG (who, FLAG_READY_RANGE); 3231 SET_FLAG (who, FLAG_READY_WEAPON);
3501 } 3232 change_abil (who, op);
3502 break;
3503
3504 case BUILDER:
3505 if ( who->contr->ranges[ range_builder ] )
3506 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3507 who->contr->shoottype = range_builder;
3508 who->contr->ranges[ range_builder ] = op;
3509 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3510 break; 3233 break;
3511 3234
3512 default: 3235 case ARMOUR:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3236 case HELMET:
3514 } /* end of switch op->type */ 3237 case SHIELD:
3238 case BOOTS:
3239 case GLOVES:
3240 case GIRDLE:
3241 case BRACERS:
3242 case CLOAK:
3243 case RING:
3244 case AMULET:
3245 SET_FLAG (op, FLAG_APPLIED);
3246 who->statusmsg (format ("You wear %s.", query_name (op)));
3247 change_abil (who, op);
3248 break;
3515 3249
3250 case LAMP:
3251 if (op->stats.food < 1)
3252 {
3253 who->failmsg (format (
3254 "Your %s is out of fuel! "
3255 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3256 &op->name
3257 ));
3258 return 1;
3259 }
3260
3261 who->statusmsg (format ("You turn on your %s.", &op->name));
3262
3263 tmp2 = arch_to_object (op->other_arch);
3264 tmp2->stats.food = op->stats.food;
3265 SET_FLAG (tmp2, FLAG_APPLIED);
3266
3267 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3268 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3269
3270 who->insert (tmp2);
3271
3272 /* Remove the old lantern */
3273 op->destroy ();
3274
3275 /* insert the portion that was split off */
3276 if (tmp)
3277 who->insert (tmp);
3278
3279 who->update_stats ();
3280
3281 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3282 if (who->type == PLAYER)
3283 {
3284 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3286 }
3287
3288 return 0;
3289
3290 case SKILL_TOOL:
3291 // applying a skill tool also readies the skill
3292 SET_FLAG (op, FLAG_APPLIED);
3293
3294 if (!(aflags & AP_NO_READY))
3295 {
3296 skop = find_skill_by_name (who, op->skill);
3297 if (!skop->flag [FLAG_APPLIED])
3298 apply_special (who, skop, AP_APPLY);
3299 }
3300 break;
3301
3302 case SKILL:
3303 if (player *pl = who->contr)
3304 {
3305 if (IS_COMBAT_SKILL (op->subtype))
3306 {
3307 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3308 {
3309 for (object *item = who->inv; item; item = item->below)
3310 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3311 {
3312 if (item->skill == op->skill)
3313 {
3314 who->change_weapon (pl->combat_ob = item);
3315 goto found_weapon;
3316 }
3317 }
3318
3319 who->failmsg (format (
3320 "You need to apply a '%s' melee weapon before readying this skill. "
3321 "H<Some skills need an item, in this case a melee weapon, to function.>",
3322 &op->skill
3323 ));
3324 return 1;
3325
3326 found_weapon:;
3327 }
3328 else
3329 who->change_weapon (pl->combat_ob = op);
3330 }
3331 else if (IS_RANGED_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_BOW)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == BOW && item->flag [FLAG_APPLIED])
3337 {
3338 //TODO: bows should/must all have skill missile weapon right now
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_bow;
3341 }
3342
3343 who->failmsg (
3344 "You need to apply a missile weapon before readying this skill. "
3345 "H<Some skills need an item, in this case a missile weapon, to function.>"
3346 );
3347 return 1;
3348
3349 found_bow:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3355 if (!op->invisible)
3356 {
3357 who->statusmsg (format (
3358 "You ready %s."
3359 "You can now use the skill: %s.",
3360 query_name (op),
3361 &op->skill
3362 ));
3363 }
3364 else
3365 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3366 }
3367 else
3368 {
3369 SET_FLAG (op, FLAG_APPLIED);
3370 change_abil (who, op);
3371 who->chosen_skill = op;
3372 SET_FLAG (who, FLAG_READY_SKILL);
3373 }
3374
3375 break;
3376
3377 case BOW:
3378 if (!check_weapon_power (who, op->last_eat))
3379 {
3380 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3381
3382 if (tmp)
3383 insert_ob_in_ob (tmp, who);
3384
3385 return 1;
3386 }
3387
3388 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3389 {
3390 who->failmsg ("The weapon does not recognize you as its owner. "
3391 "H<Its name indicates that it belongs to somebody else.>");
3392 if (tmp)
3393 insert_ob_in_ob (tmp, who);
3394
3395 return 1;
3396 }
3397
3398 /*FALLTHROUGH*/
3399 case WAND:
3400 case ROD:
3401 case HORN:
3402 /* check for skill, alter player status */
3403
3404 if (!skop)
3405 {
3406 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3407 return 1;
3408 }
3409
3410 SET_FLAG (op, FLAG_APPLIED);
3411 who->change_skill (skop);
3412
3413 if (who->contr)
3414 {
3415 who->contr->ranged_ob = op;
3416
3417 who->statusmsg (format ("You ready %s.", query_name (op)));
3418
3419 if (op->type == BOW)
3420 {
3421 who->current_weapon = op;
3422 change_abil (who, op);
3423 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3424 }
3425 }
3426 else
3427 {
3428 if (op->type == BOW)
3429 SET_FLAG (who, FLAG_READY_BOW);
3430 else
3431 SET_FLAG (who, FLAG_READY_RANGE);
3432 }
3433
3434 break;
3435
3436 case BUILDER:
3437 if (who->type == PLAYER)
3438 {
3439 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3440 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3441 unapply_special (who, who->contr->ranged_ob, 0);
3442
3443 who->statusmsg (format ("You ready your %s.", query_name (op)));
3444
3445 who->contr->ranged_ob = op;
3446 }
3447 break;
3448
3449 default:
3450 who->statusmsg (format ("You apply %s.", query_name (op)));
3451 }
3452
3516 SET_FLAG(op, FLAG_APPLIED); 3453 SET_FLAG (op, FLAG_APPLIED);
3517 3454
3518 if(tmp!=NULL) 3455 if (tmp)
3519 tmp = insert_ob_in_ob(tmp,who); 3456 who->insert (tmp);
3520 3457
3521 fix_player(who); 3458 who->update_stats ();
3522 3459
3523 /* We exclude spell casting objects. The fire code will set the 3460 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3461 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3462 * you don't know anything about them.
3526 */ 3463 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3464 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3465 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3466
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3467 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3532 if (who->type == PLAYER) {
3533 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3534 SET_FLAG(op,FLAG_KNOWN_CURSED);
3535 }
3536 }
3537 if(who->type==PLAYER) { 3468 if (who->type == PLAYER)
3538 /* if multiple objects were applied, update both slots */ 3469 {
3539 if (tmp) 3470 who->failmsg (
3540 esrv_send_item(who, tmp); 3471 "Oops, it feels deadly cold! "
3541 esrv_send_item(who, op); 3472 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3473 );
3474 SET_FLAG (op, FLAG_KNOWN_CURSED);
3542 } 3475 }
3476
3477 if (object *pl = op->visible_to ())
3478 esrv_send_item (pl, op);
3479
3543 return 0; 3480 return 0;
3544} 3481}
3545 3482
3546 3483int
3547int monster_apply_special (object *who, object *op, int aflags) 3484monster_apply_special (object *who, object *op, int aflags)
3548{ 3485{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3486 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3487 return 1;
3488
3551 return apply_special (who, op, aflags); 3489 return apply_special (who, op, aflags);
3552} 3490}
3553 3491
3554/** 3492/**
3555 * Map was just loaded, handle op's initialisation. 3493 * Map was just loaded, handle op's initialisation.
3556 * 3494 *
3557 * Generates shop floor's item, and treasures. 3495 * Generates shop floor's item, and treasures.
3558 */ 3496 */
3497int
3559int auto_apply (object *op) { 3498auto_apply (object *op)
3499{
3560 object *tmp = NULL, *tmp2; 3500 object *tmp = NULL, *tmp2;
3561 int i; 3501 int i;
3562 3502
3563 switch(op->type) { 3503 switch (op->type)
3504 {
3564 case SHOP_FLOOR: 3505 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0; 3506 if (!op->has_random_items ())
3566 do { 3507 return 0;
3567 i=10; /* let's give it 10 tries */ 3508
3509 do
3510 {
3511 i = 10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems, 3512 while ((tmp = generate_treasure (op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3513 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3570 if(tmp==NULL) 3514 if (tmp == NULL)
3571 return 0; 3515 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3516 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3573 free_object(tmp); 3517 {
3574 tmp = NULL; 3518 tmp->destroy ();
3575 } 3519 tmp = NULL;
3576 } while(!tmp); 3520 }
3521 }
3522 while (!tmp);
3523
3577 tmp->x=op->x; 3524 tmp->x = op->x;
3578 tmp->y=op->y; 3525 tmp->y = op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID); 3526 SET_FLAG (tmp, FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0); 3527 insert_ob_in_map (tmp, op->map, NULL, 0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3528 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3582 identify(tmp); 3529 identify (tmp);
3583 break; 3530 break;
3584 3531
3585 case TREASURE: 3532 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3533 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3534 return 0;
3535
3588 while ((op->stats.hp--)>0) 3536 while (op->stats.hp-- > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3537 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3538 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3591 op->map == NULL ? 14: op->map->difficulty,0);
3592 3539
3593 /* If we generated an object and put it in this object inventory, 3540 /* If we generated an object and put it in this object inventory,
3594 * move it to the parent object as the current object is about 3541 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3542 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3543 * that is put inside other objects.
3597 */ 3544 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3545 for (tmp = op->inv; tmp; tmp = tmp2)
3599 tmp2 = tmp->below; 3546 {
3600 remove_ob(tmp); 3547 tmp2 = tmp->below;
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3548 tmp->remove ();
3602 else free_object(tmp); 3549
3550 if (op->env)
3551 insert_ob_in_ob (tmp, op->env);
3552 else
3553 tmp->destroy ();
3554 }
3555
3556 op->destroy ();
3557 break;
3603 } 3558 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0; 3559 return tmp ? 1 : 0;
3609} 3560}
3610 3561
3611/** 3562/**
3612 * fix_auto_apply goes through the entire map (only the first time 3563 * fix_auto_apply goes through the entire map every time a map
3613 * when an original map is loaded) and performs special actions for 3564 * is loaded or swapped in and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3565 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3566 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3567 */
3568void
3569maptile::fix_auto_apply ()
3570{
3571 if (!spaces)
3572 return;
3617 3573
3618void fix_auto_apply(mapstruct *m) { 3574 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3575 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3576 {
3577 object *above = tmp->above;
3621 3578
3622 if(m==NULL) return; 3579 if (tmp->inv)
3623 3580 {
3624 for(x=0;x<MAP_WIDTH(m);x++)
3625 for(y=0;y<MAP_HEIGHT(m);y++)
3626 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3627 above=tmp->above;
3628
3629 if (tmp->inv) {
3630 object *invtmp, *invnext; 3581 object *invtmp, *invnext;
3631 3582
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3583 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3633 invnext = invtmp->below; 3584 {
3585 invnext = invtmp->below;
3634 3586
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3587 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3588 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3589 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3590 {
3638 while ((invtmp->stats.hp--)>0) 3591 while ((invtmp->stats.hp--) > 0)
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3592 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3640 m->difficulty,0); 3593
3641 invtmp->randomitems = NULL; 3594 invtmp->randomitems = NULL;
3642 } 3595 }
3643 else if (invtmp && invtmp->arch && 3596 else if (invtmp && invtmp->arch
3644 invtmp->type!=TREASURE && 3597 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3645 invtmp->type != SPELL && 3598 {
3646 invtmp->type != CLASS && 3599 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3647 HAS_RANDOM_ITEMS(invtmp)) {
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3600 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3601 * treasure again for this object
3652 */ 3602 */
3653 invtmp->randomitems = NULL; 3603 invtmp->randomitems = NULL;
3654 } 3604 }
3655 } 3605 }
3656 /* This is really temporary - the code at the bottom will 3606 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3607 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3608 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3609 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3610 * MSW 2004-05-13
3661 * 3611 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3612 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3613 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3614 * Ryo 2004-08-16
3665 */ 3615 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3616 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3617 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3669 tmp->randomitems = NULL; 3618 tmp->randomitems = NULL;
3670 3619
3671 } 3620 }
3672 3621
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3622 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3623 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3624 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3625 {
3676 while ((tmp->stats.hp--)>0) 3626 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3627 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3628 tmp->randomitems = NULL;
3680 } 3629 }
3681 else if(tmp->type==TIMED_GATE) { 3630 else if (tmp->type == TIMED_GATE)
3631 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3632 object *head = tmp->head != NULL ? tmp->head : tmp;
3633
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3634 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3635 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3636 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3637 /* This function can be called everytime a map is loaded, even when
3689 * swapping back in. As such, we don't want to create the treasure 3638 * swapping back in. As such, we don't want to create the treasure
3690 * over and ove again, so after we generate the treasure, blank out 3639 * over and ove again, so after we generate the treasure, blank out
3691 * randomitems so if it is swapped in again, it won't make anything. 3640 * randomitems so if it is swapped in again, it won't make anything.
3692 * This is a problem for the above objects, because they have counters 3641 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3642 * which say how many times to make the treasure.
3694 */ 3643 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3644 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3645 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3646 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3647 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3648 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3649 tmp->randomitems = NULL;
3701 } 3650 }
3651
3652 // close all containers
3653 else if (tmp->type == CONTAINER)
3654 tmp->flag [FLAG_APPLIED] = 0;
3655
3656 tmp = above;
3702 } 3657 }
3703 3658
3704 for(x=0;x<MAP_WIDTH(m);x++) 3659 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3660 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3706 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3707 if (tmp->above &&
3708 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3661 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3662 check_trigger (tmp, tmp->above);
3710} 3663}
3711 3664
3712/** 3665/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3666 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3667 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3668 * that doesn't work with the new spell code. Since we know what
3716 * the food changes, just grab a force and use that instead. 3669 * the food changes, just grab a force and use that instead.
3717 */ 3670 */
3718 3671void
3719void eat_special_food(object *who, object *food) { 3672eat_special_food (object *who, object *food)
3673{
3720 object *force; 3674 object *force;
3721 int i, did_one=0; 3675 int i, did_one = 0;
3722 sint8 k;
3723 3676
3724 force = get_archetype(FORCE_NAME); 3677 force = get_archetype (FORCE_NAME);
3725 3678
3726 for (i=0; i < NUM_STATS; i++) { 3679 for (i = 0; i < NUM_STATS; i++)
3727 k = get_attr_value(&food->stats, i); 3680 if (sint8 k = food->stats.stat (i))
3728 if (k) { 3681 {
3729 set_attr_value(&force->stats, i, k); 3682 force->stats.stat (i) = k;
3730 did_one = 1; 3683 did_one = 1;
3731 }
3732 } 3684 }
3733 3685
3734 /* check if we can protect the eater */ 3686 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3687 for (i = 0; i < NROFATTACKS; i++)
3688 {
3736 if (food->resist[i]>0) { 3689 if (food->resist[i] > 0)
3690 {
3737 force->resist[i] = food->resist[i] / 2; 3691 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1; 3692 did_one = 1;
3739 } 3693 }
3740 } 3694 }
3695
3741 if (did_one) { 3696 if (did_one)
3742 force->speed = 0.1; 3697 {
3743 update_ob_speed(force); 3698 force->set_speed (0.1);
3744 /* bigger morsel of food = longer effect time */ 3699 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5; 3700 force->duration = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED); 3701 SET_FLAG (force, FLAG_APPLIED);
3748 change_abil(who, force); 3702 change_abil (who, force);
3749 insert_ob_in_ob(force, who); 3703 insert_ob_in_ob (force, who);
3750 } else {
3751 free_object(force);
3752 } 3704 }
3705 else
3706 force->destroy ();
3753 3707
3754 /* check for hp, sp change */ 3708 /* check for hp, sp change */
3755 if(food->stats.hp!=0) { 3709 if (food->stats.hp != 0)
3710 {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) { 3711 if (QUERY_FLAG (food, FLAG_CURSED))
3757 strcpy(who->contr->killer,food->name); 3712 {
3713 who->contr->killer = food;
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3714 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3715 who->failmsg ("Eck!...that was poisonous!");
3760 } else { 3716 }
3717 else
3718 {
3761 if(food->stats.hp>0) 3719 if (food->stats.hp > 0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3720 who->statusmsg ("You begin to feel better.");
3763 else 3721 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3722 who->failmsg ("Eck!...that was poisonous!");
3723
3765 who->stats.hp += food->stats.hp; 3724 who->stats.hp += food->stats.hp;
3766 } 3725 }
3767 }
3768 if(food->stats.sp!=0) {
3769 if(QUERY_FLAG(food, FLAG_CURSED)) {
3770 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3771 who->stats.sp -= food->stats.sp;
3772 if(who->stats.sp<0) who->stats.sp=0;
3773 } else {
3774 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3775 who->stats.sp += food->stats.sp;
3776 /* place limit on max sp from food? */
3777 } 3726 }
3727
3728 if (food->stats.sp != 0)
3778 } 3729 {
3779 fix_player(who); 3730 if (QUERY_FLAG (food, FLAG_CURSED))
3780} 3731 {
3732 who->failmsg ("You are drained of mana!");
3733 who->stats.sp -= food->stats.sp;
3734 if (who->stats.sp < 0)
3735 who->stats.sp = 0;
3736 }
3737 else
3738 {
3739 who->statusmsg ("You feel a rush of magical energy!");
3740 who->stats.sp += food->stats.sp;
3741 /* place limit on max sp from food? */
3742 }
3743 }
3781 3744
3745 who->update_stats ();
3746}
3782 3747
3783/** 3748/**
3784 * Designed primarily to light torches/lanterns/etc. 3749 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is 3750 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t. 3751 * the selected object to "burn". -b.t.
3787 */ 3752 */
3788 3753void
3789void apply_lighter(object *who, object *lighter) { 3754apply_lighter (object *who, object *lighter)
3755{
3790 object *item; 3756 object *item;
3791 int is_player_env=0; 3757 int is_player_env = 0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795 3758
3796 item=find_marked_object(who); 3759 item = find_marked_object (who);
3797 if(item) { 3760 if (item)
3761 {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3762 if (lighter->last_eat && lighter->stats.food)
3799 /* Split multiple lighters if they're being used up. Otherwise * 3763 { /* lighter gets used up */
3800 * one charge from each would be used up. --DAMN */ 3764 object *oneLighter = lighter->split ();
3801 if(lighter->nrof > 1) {
3802 object *oneLighter = get_object();
3803 copy_object(lighter, oneLighter);
3804 lighter->nrof -= 1;
3805 oneLighter->nrof = 1;
3806 oneLighter->stats.food--; 3765 oneLighter->stats.food--;
3807 esrv_send_item(who, lighter); 3766 who->insert (oneLighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who); 3767 }
3809 esrv_send_item(who, oneLighter); 3768 else if (lighter->last_eat)
3810 } else {
3811 lighter->stats.food--;
3812 }
3813
3814 } else if(lighter->last_eat) { /* no charges left in lighter */
3815 new_draw_info_format(NDI_UNIQUE, 0,who,
3816 "You attempt to light the %s with a used up %s.",
3817 item->name, lighter->name);
3818 return;
3819 } 3769 {
3770 /* no charges left in lighter */
3771 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3772 return;
3773 }
3774
3820 /* Perhaps we should split what we are trying to light on fire? 3775 /* Perhaps we should split what we are trying to light on fire?
3821 * I can't see many times when you would want to light multiple 3776 * I can't see many times when you would want to light multiple
3822 * objects at once. 3777 * objects at once.
3823 */ 3778 */
3824 nrof=item->nrof;
3825 count=item->count;
3826 /* If the item is destroyed, we don't have a valid pointer to the
3827 * name object, so make a copy so the message we print out makes
3828 * some sense.
3829 */
3830 strcpy(item_name, item->name);
3831 if (who == is_player_inv(item)) is_player_env=1;
3832 3779
3780 if (who == item->in_player ())
3781 is_player_env = 1;
3782
3833 save_throw_object(item,AT_FIRE,who); 3783 save_throw_object (item, AT_FIRE, who);
3834 /* Change to check count and not freed, since the object pointer 3784
3835 * may have gotten recycled 3785 if (item->destroyed ())
3836 */ 3786 {
3837 if ((nrof != item->nrof ) || (count != item->count)) { 3787 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3838 new_draw_info_format(NDI_UNIQUE, 0,who,
3839 "You light the %s with the %s.",item_name,lighter->name);
3840 /* Need to update the player so that the players glow radius 3788 /* Need to update the player so that the players glow radius
3841 * gets changed. 3789 * gets changed.
3842 */ 3790 */
3843 if (is_player_env) fix_player(who); 3791 if (is_player_env)
3844 } else { 3792 who->update_stats ();
3845 new_draw_info_format(NDI_UNIQUE, 0,who, 3793 }
3794 else
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3795 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3847 } 3796 }
3848 3797 else
3849 } else /* nothing to light */ 3798 who->failmsg ("You need to mark a lightable object.");
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3851
3852} 3799}
3853 3800
3854/** 3801/**
3855 * op made some mistake with a scroll, this takes care of punishment. 3802 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure 3803 * scroll_failure()- hacked directly from spell_failure
3857 */ 3804 */
3805void
3858void scroll_failure(object *op, int failure, int power) 3806scroll_failure (object *op, int failure, int power)
3859{ 3807{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3808 if (abs (failure / 4) > power)
3809 power = abs (failure / 4); /* set minimum effect */
3861 3810
3862 if(failure<= -1&&failure > -15) {/* wonder */ 3811 if (failure <= -1 && failure > -15)
3812 { /* wonder */
3863 object *tmp; 3813 object *tmp;
3864 3814
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3815 op->failmsg ("Your spell warps!");
3866 tmp=get_archetype(SPELL_WONDER); 3816 tmp = get_archetype (SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp); 3817 cast_wonder (op, op, 0, tmp);
3868 free_object(tmp); 3818 tmp->destroy ();
3819 }
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3820 else if (failure <= -15 && failure > -35)
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3821 { /* drain mana */
3822 op->failmsg ("Your mana is drained!");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3823 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0; 3824 if (op->stats.sp < 0)
3825 op->stats.sp = 0;
3826 }
3873 } else if (settings.spell_failure_effects == TRUE) { 3827 else if (settings.spell_failure_effects == TRUE)
3874 if (failure <= -35&&failure > -60) { /* confusion */ 3828 {
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3829 if (failure <= -35 && failure > -60)
3830 { /* confusion */
3831 op->failmsg ("The magic recoils on you!");
3876 confuse_player(op,op,power); 3832 confuse_player (op, op, power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3833 }
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3834 else if (failure <= -60 && failure > -70)
3879 "you!"); 3835 { /* paralysis */
3836 op->failmsg ("The magic recoils and paralyzes you!");
3880 paralyze_player(op,op,power); 3837 paralyze_player (op, op, power);
3838 }
3881 } else if (failure <= -70&&failure> -80) {/* blind */ 3839 else if (failure <= -70 && failure > -80)
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3840 { /* blind */
3841 op->failmsg ("The magic recoils on you!");
3883 blind_player(op,op,power); 3842 blind_player (op, op, power);
3884 } else if (failure <= -80) {/* blast the immediate area */ 3843 }
3885 object *tmp; 3844 else if (failure <= -80)
3886 tmp=get_archetype(LOOSE_MANA); 3845 { /* blast the immediate area */
3846 object *tmp = get_archetype (LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power); 3847 cast_magic_storm (op, tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3848 op->failmsg ("You unleash uncontrolled mana!");
3889 free_object(tmp); 3849 tmp->destroy ();
3890 } 3850 }
3891 } 3851 }
3892} 3852}
3893 3853
3854void
3894void apply_changes_to_player(object *pl, object *change) { 3855apply_changes_to_player (object *pl, object *change)
3856{
3895 int excess_stat=0; /* if the stat goes over the maximum 3857 int excess_stat = 0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some 3858 for the race, put the excess stat some
3897 where else. */ 3859 where else. */
3898 3860
3899 switch (change->type) { 3861 switch (change->type)
3900 case CLASS: { 3862 {
3863 case CLASS:
3864 {
3901 living *stats = &(pl->contr->orig_stats); 3865 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats); 3866 living *ns = &(change->stats);
3903 object *walk; 3867 object *walk;
3904 int flag_change_face=1; 3868 int flag_change_face = 1;
3905 3869
3906 /* the following code assigns stats up to the stat max 3870 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded, 3871 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat 3872 * tries to randomly reassign the excess stat
3909 */ 3873 */
3910 int i,j; 3874 int i, j;
3875
3911 for(i=0;i<NUM_STATS;i++) { 3876 for (i = 0; i < NUM_STATS; i++)
3912 sint8 stat=get_attr_value(stats,i); 3877 {
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3878 int race_bonus = pl->arch->stats.stat (i);
3914 stat += get_attr_value(ns,i); 3879 sint8 stat = stats->stat (i) + ns->stat (i);
3915 if(stat > 20 + race_bonus) {
3916 excess_stat++;
3917 stat = 20+race_bonus;
3918 }
3919 set_attr_value(stats,i,stat);
3920 }
3921 3880
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3881 if (stat > 20 + race_bonus)
3923 int i = rndm(0, 6); 3882 {
3924 int stat=get_attr_value(stats,i); 3883 excess_stat++;
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3884 stat = 20 + race_bonus;
3926 if(i==CHA) continue; /* exclude cha from this */ 3885 }
3927 if( stat < 20 + race_bonus) { 3886
3887 stats->stat (i) = stat;
3888 }
3889
3890 for (j = 0; excess_stat > 0 && j < 100; j++)
3891 { /* try 100 times to assign excess stats */
3892 int i = rndm (0, 6);
3893
3894 if (i == CHA)
3895 continue; /* exclude cha from this */
3896
3897 int stat = stats->stat (i);
3898 int race_bonus = pl->arch->stats.stat (i);
3899 if (stat < 20 + race_bonus)
3900 {
3928 change_attr_value(stats,i,1); 3901 change_attr_value (stats, i, 1);
3929 excess_stat--; 3902 excess_stat--;
3930 } 3903 }
3931 } 3904 }
3932 3905
3933 /* insert the randomitems from the change's treasurelist into 3906 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c 3907 * the player ref: player.c
3935 */ 3908 */
3936 if(change->randomitems!=NULL) 3909 if (change->randomitems != NULL)
3937 give_initial_items(pl,change->randomitems); 3910 give_initial_items (pl, change->randomitems);
3938 3911
3939
3940 /* set up the face, for some races. */ 3912 /* set up the face, for some races. */
3941 3913
3942 /* first, look for the force object banning 3914 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class. 3915 * changing the face. Certain races never change face with class.
3944 */ 3916 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3917 for (walk = pl->inv; walk != NULL; walk = walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3918 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3919 flag_change_face = 0;
3947 3920
3948 if(flag_change_face) { 3921 if (flag_change_face)
3949 pl->animation_id = GET_ANIM_ID(change); 3922 {
3950 pl->face = change->face; 3923 pl->face = change->face;
3924 pl->animation_id = change->animation_id;
3925 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3926 }
3951 3927
3952 if(QUERY_FLAG(change,FLAG_ANIMATE))
3953 SET_FLAG(pl,FLAG_ANIMATE);
3954 else
3955 CLEAR_FLAG(pl,FLAG_ANIMATE);
3956 }
3957
3958 /* check the special case of can't use weapons */ 3928 /* check the special case of can't use weapons */
3959 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3929 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3960 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3930 if (!strcmp (change->name, "monk"))
3931 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3961 3932
3962 break; 3933 break;
3963 } 3934 }
3964 } 3935 }
3965} 3936}
3966 3937
3967/** 3938/**
3968 * This handles items of type 'transformer'. 3939 * This handles items of type 'transformer'.
3972 * Change information is contained in the 'slaying' field of the marked item. 3943 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3944 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * This way an item can be transformed in many things, and/or many objects. 3945 * This way an item can be transformed in many things, and/or many objects.
3975 * The 'slaying' field for transformer is used as verb for the action. 3946 * The 'slaying' field for transformer is used as verb for the action.
3976 */ 3947 */
3948void
3977void apply_item_transformer( object* pl, object* transformer ) 3949apply_item_transformer (object *pl, object *transformer)
3978 { 3950{
3979 object* marked; 3951 object *marked;
3980 object* new_item; 3952 object *new_item;
3981 char* find; 3953 char *find;
3982 char* separator; 3954 char *separator;
3983 int yield; 3955 int yield;
3984 char got[ MAX_BUF ]; 3956 char got[MAX_BUF];
3985 int len; 3957 int len;
3986 3958
3987 if ( !pl || !transformer ) 3959 if (!pl || !transformer)
3988 return; 3960 return;
3961
3989 marked = find_marked_object( pl ); 3962 marked = find_marked_object (pl);
3963
3990 if ( !marked ) 3964 if (!marked)
3991 { 3965 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3966 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3993 return; 3967 return;
3994 } 3968 }
3969
3995 if ( !marked->slaying ) 3970 if (!marked->slaying)
3996 { 3971 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3972 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3998 return; 3973 return;
3999 } 3974 }
3975
4000 /* check whether they are compatible or not */ 3976 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name ); 3977 find = strstr (marked->slaying, transformer->arch->archname);
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3978 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4003 { 3979 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3980 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4005 return; 3981 return;
4006 } 3982 }
3983
4007 find += strlen( transformer->arch->name ) + 1; 3984 find += strlen (transformer->arch->archname) + 1;
4008 /* Item can be used, now find how many and what it yields */ 3985 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) ) 3986 if (isdigit (*(find)))
4010 { 3987 {
4011 yield = atoi( find ); 3988 yield = atoi (find);
4012 if ( yield < 1 ) 3989 if (yield < 1)
4013 { 3990 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3991 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4015 yield = 1; 3992 yield = 1;
4016 } 3993 }
4017 } 3994 }
4018 else 3995 else
4019 yield = 1; 3996 yield = 1;
4020 3997
4021 while ( isdigit( *find ) ) 3998 while (isdigit (*find))
4022 find++; 3999 find++;
4000
4023 while ( *find == ' ' ) 4001 while (*find == ' ')
4024 find++; 4002 find++;
4003
4025 memset( got, 0, MAX_BUF ); 4004 memset (got, 0, MAX_BUF);
4005
4026 if ( (separator = strchr( find, ';' ))!=NULL) 4006 if ((separator = strchr (find, ';')) != NULL)
4027 {
4028 len = separator - find; 4007 len = separator - find;
4029 }
4030 else 4008 else
4031 {
4032 len = strlen(find); 4009 len = strlen (find);
4033 } 4010
4034 if ( len > MAX_BUF-1) 4011 if (len > MAX_BUF - 1)
4035 len = MAX_BUF-1; 4012 len = MAX_BUF - 1;
4013
4036 strcpy( got, find ); 4014 strcpy (got, find);
4037 got[len] = '\0'; 4015 got[len] = '\0';
4038 4016
4039 /* Now create new item, remove used ones when required. */ 4017 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got ); 4018 new_item = get_archetype (got);
4041 if ( !new_item ) 4019 if (!new_item)
4042 { 4020 {
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4021 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4044 return; 4022 return;
4045 } 4023 }
4024
4046 new_item->nrof = yield; 4025 new_item->nrof = yield;
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4026
4048 insert_ob_in_ob( new_item, pl ); 4027 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4049 esrv_send_inventory( pl, pl ); 4028
4029 pl->insert (new_item);
4050 /* Eat up one item */ 4030 /* Eat up one item */
4051 decrease_ob_nr( marked, 1 ); 4031 marked->decrease ();
4032
4052 /* Eat one transformer if needed */ 4033 /* Eat one transformer if needed */
4053 if ( transformer->stats.food ) 4034 if (transformer->stats.food)
4054 if ( --transformer->stats.food == 0 ) 4035 if (--transformer->stats.food == 0)
4055 decrease_ob_nr( transformer, 1 ); 4036 transformer->decrease ();
4056 } 4037}
4038

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