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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 1.210 by root, Fri Nov 6 13:03:34 2009 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 it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // 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/** 38/**
201 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 41 */
42int
204int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
205{ 44{
206 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
207 /* Get flags to determine what of arch, name, and race should be checked. 47 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 49 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 50 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 51 * it. Examples:
212 * subtype 1: only arch 52 * subtype 1: only arch
213 * subtype 3: arch or name 53 * subtype 3: arch or name
214 * subtype 5: arch or race 54 * subtype 5: arch or race
215 * subtype 7: all three 55 * subtype 7: all three
216 */ 56 */
217 if (op->subtype) 57 if (op->subtype)
218 { 58 {
219 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
220 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
221 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
222 } else { 62 }
63 else
64 {
223 arch_flag = 1; 65 arch_flag = 1;
224 name_flag = 1; 66 name_flag = 1;
225 race_flag = 1; 67 race_flag = 1;
226 } 68 }
69
227 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 71 * name or race that matches.
229 */ 72 */
230 if ( (op->race) && 73 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 77 return 1;
235 } 78
236 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 80 * of arch, name, or race match.
238 */ 81 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 85 return 1;
244 } 86
245 return 0; 87 return 0;
246} 88}
247 89
248/** 90/**
249 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 92 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
252 */ 94 */
95static int
253static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
254{ 97{
255 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
256 int success=0;
257 99
258 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
259 return 0; 101 return 0;
260 102
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
263 */ 105 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
265 return 0; 107 return 0;
266 108
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
270 */ 111 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 112 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 114 {
274 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money, pl))
116 {
275 identify (marked); 117 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 118
277 "You have %s.", long_desc(marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
278 if (marked->msg) { 120 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122
281 } 123 return !money;
282 return money == NULL; 124 }
283 }
284 } 125 }
285 126
286 for (id=pl->inv; id; id=id->below) { 127 for (object *id = pl->inv; id; id = id->below)
128 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 130 {
289 if (operate_altar(altar,&money)) { 131 if (operate_altar (altar, &money, pl))
290 identify(id); 132 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 133 identify (id);
292 "You have %s.", long_desc(id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
293 if (id->msg) { 136 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 137 buf << "The item has a story:\r" << id->msg << "\n\n";
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 138
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 140 if (!money || !check_altar_sacrifice (altar, money))
300 break; 141 break;
301 } 142 }
302 else { 143 else
144 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 146 break;
305 } 147 }
306 } 148 }
307 } 149 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 150
309 return money == NULL; 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
310} 157}
311 158
312/** 159/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 161 * matching item.
315 **/ 162 **/
163void
316static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
317{ 165{
318 const char* yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
319 167 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} 168}
338 169
339/** 170/**
340 * Handles applying a potion. 171 * Handles applying a potion.
341 */ 172 */
173int
342int apply_potion (object * op, object * tmp) 174apply_potion (object *op, object *tmp)
343{ 175{
344 int got_one = 0, i; 176 int got_one = 0, i;
345 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
346 178
347 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
348 180
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 182 {
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!" 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
354 ); 184
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 186 return 0;
357 } 187 }
358 188
359 if (op->type == PLAYER) 189 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 191 identify (tmp);
363 }
364 192
365 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
366 194
367 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 198 object *depl;
371 archetype *at; 199 archetype *at;
372 200
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 202 {
375 drain_stat (op); 203 op->drain_stat ();
376 fix_player (op); 204 op->update_stats ();
377 decrease_ob (tmp); 205 tmp->decrease ();
378 return 1; 206 return 1;
379 } 207 }
208
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 210 {
382 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 212 return 0;
384 } 213 }
214
385 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
386 if (depl != NULL) 217 if (depl)
387 { 218 {
388 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
390 { 221 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
392 } 223 depl->destroy ();
393 remove_ob (depl); 224 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 225 }
397 else 226 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
399 228
400 decrease_ob (tmp); 229 tmp->decrease ();
401 return 1; 230 return 1;
402 } 231 }
403 232
404 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 235 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
409 { 237 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 239 {
412 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
413 { 241 {
414 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
415 break; 243 break;
416 } 244 }
245
417 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
418 { 247 {
419 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
420 break; 249 break;
421 } 250 }
251
422 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
423 { 253 {
424 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
425 break; 255 break;
426 } 256 }
430 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
431 { 261 {
432 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
433 break; 263 break;
434 } 264 }
265
435 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
436 { 267 {
437 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
438 break; 269 break;
439 } 270 }
271
440 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
441 { 273 {
442 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
443 break; 275 break;
444 } 276 }
445 } 277 }
446 } 278 }
279
447 /* Just makes checking easier */ 280 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 281 if (i < MIN (11, op->level))
449 got_one = 1; 282 got_one = 1;
283
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 285 {
452 if (got_one) 286 if (got_one)
453 { 287 {
454 fix_player (op); 288 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 289 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."); 290 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
461 } 292 }
462 else 293 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 295 }
466 else 296 else
467 { /* cursed potion */ 297 { /* cursed potion */
468 if (got_one) 298 if (got_one)
469 { 299 {
470 fix_player (op); 300 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
473 } 302 }
474 else 303 else
475 new_draw_info (NDI_UNIQUE, 0, op, 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 305 }
306
478 decrease_ob (tmp); 307 tmp->decrease ();
479 return 1; 308 return 1;
480 } 309 }
481 310
482 311
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
487 */ 316 */
488 if (tmp->inv) 317 if (tmp->inv)
489 { 318 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 320 {
492 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
493 322 create_exploding_ball_at (op, op->level);
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 323 }
505 else 324 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 326
508 decrease_ob (tmp); 327 tmp->decrease ();
328
509 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 331 op->update_stats ();
332
512 return 1; 333 return 1;
513 } 334 }
514 335
515 /* Deal with protection potions */ 336 /* Deal with protection potions */
516 force = NULL; 337 force = NULL;
518 { 339 {
519 if (tmp->resist[i]) 340 if (tmp->resist[i])
520 { 341 {
521 if (!force) 342 if (!force)
522 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
526 } 348 }
527 } 349 }
350
528 /* This is a protection potion */ 351 /* This is a protection potion */
529 if (force) 352 if (force)
530 { 353 {
531 /* cursed items last longer */ 354 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 357 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 361 }
362
539 force->speed_left = -1; 363 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 367 change_abil (op, force);
544 decrease_ob (tmp); 368 tmp->decrease ();
545 return 1; 369 return 1;
546 } 370 }
547 371
548 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 373 if (op->type == PLAYER)
550 { /* only for players */ 374 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0) 377 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 379 else
555 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
556 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
558 } 384 }
559 385
560 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 389 * up all the stats.
564 */ 390 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 392 op->update_stats ();
567 decrease_ob (tmp); 393 tmp->decrease ();
568 return 1; 394 return 1;
569} 395}
570 396
571/**************************************************************************** 397/****************************************************************************
572 * Weapon improvement code follows 398 * Weapon improvement code follows
573 ****************************************************************************/ 399 ****************************************************************************/
574 400
575/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
576 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
577 */ 418 */
578static int check_item(object *op, const char *item) 419static int
420check_item (object *op, shstr_cmp item)
579{ 421{
580 int count=0; 422 int count = 0;
581 423
424 if (!item)
425 return 0;
582 426
583 if (item==NULL) return 0; 427 for (op = op->below; op; op = op->below)
584 op=op->below; 428 if (op->arch->archname == item)
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
589 { 431 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 432
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
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 */
607static void eat_item(object *op,const char *item, uint32 nrof) 442static void
443eat_item (object *op, shstr_cmp 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 (op->arch->archname == item)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
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 } 470 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628}
629
630/**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637static int check_weapon_power(const object *who, int improvs)
638{
639/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643#if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647#else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673#endif
674} 471}
675 472
676/** 473/**
677 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 476 */
477static int
680static int check_sacrifice(object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
681{ 479{
682 int count=0; 480 int count = 0;
683 481
684 if (improver->slaying!=NULL) { 482 if (improver->slaying)
483 {
685 count = check_item(op,improver->slaying); 484 count = check_item (op, improver->slaying);
686 if (count<1) { 485 if (count < 1)
687 char buf[200]; 486 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 488 return 0;
691 } 489 }
692 } 490 }
693 else 491 else
694 count=1; 492 count = 1;
695 493
696 return count; 494 return count;
697} 495}
698 496
699/** 497/**
700 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
701 */ 499 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 500static int
703 signed char *stat,int sacrifice_count,const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 502{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 503 stat += sacrifice_count;
708 weapon->last_eat++; 504 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 505 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 506
713 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
714 fix_player(op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
715 return 1; 516 return 1;
716} 517}
717 518
718/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 524#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 526#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 529#define IMPROVE_INT 10
729#define IMPROVE_POW 11 530#define IMPROVE_POW 11
730
731 531
732/** 532/**
733 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
735 */ 535 */
736 536static int
737int prepare_weapon(object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
738{ 538{
739 int sacrifice_count,i; 539 int sacrifice_count, i;
740 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
741 541
742 if (weapon->level!=0) { 542 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 543 {
544 op->failmsg ("Weapon is already prepared!");
744 return 0; 545 return 0;
745 } 546 }
547
746 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 549 if (weapon->resist[i])
550 break;
748 551
749 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 553 * improvement of items that already have protections.
751 */ 554 */
752 if (i<NROFATTACKS || 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
757 { 559 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
759 return 0; 563 return 0;
760 } 564 }
565
761 sacrifice_count=check_sacrifice(op,improver); 566 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 567 if (sacrifice_count <= 0)
763 return 0; 568 return 0;
569
764 weapon->level=isqrt(sacrifice_count); 570 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); 571 eat_item (op, improver->slaying, sacrifice_count);
767 572
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 576 &weapon->name, weapon->level
577 ));
770 578
771 sprintf(buf,"%s's %s",op->name,weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 580 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 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 582 slot at once! */
776 decrease_ob(improver); 583 improver->decrease ();
777 weapon->last_eat=0; 584 weapon->last_eat = 0;
778 return 1; 585 return 1;
779} 586}
780
781 587
782/** 588/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 590 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
788 * 594 *
789 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
792 */ 598 */
599static int
793int improve_weapon(object *op,object *improver,object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
794{ 601{
795 int sacrifice_count, sacrifice_needed=0; 602 int sacrifice_count, sacrifice_needed = 0;
796 603
797 if(improver->stats.sp==IMPROVE_PREPARE) { 604 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
799 } 606
800 if (weapon->level==0) { 607 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 608 {
609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 612 return 0;
803 } 613 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 614
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 {
618 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 619 return 0;
807 } 620 }
621
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
809 !check_weapon_power(op, weapon->last_eat+1)) { 623 && !check_item_power (op, weapon->item_power + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 624 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 625 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 626 "powerful for you to use. Unready it if you "
813 return 0; 627 "really want to improve it.");
628 return 0;
814 } 629 }
630
815 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 634 * weapon can be improved.
819 */ 635 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
821 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 639 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); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 641 weapon->last_eat++;
826 642
827 weapon->item_power++; 643 weapon->item_power++;
828 decrease_ob(improver); 644 improver->decrease ();
829 return 1; 645 return 1;
830 } 646 }
647
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
832 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 651 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 652 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 653 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 654
837 (float)weapon->weight/1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 656 weapon->last_eat++;
839 weapon->item_power++; 657 weapon->item_power++;
840 decrease_ob(improver); 658 improver->decrease ();
841 return 1; 659 return 1;
842 } 660 }
661
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
844 weapon->magic++; 664 weapon->magic++;
845 weapon->last_eat++; 665 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 667 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 668 weapon->item_power++;
850 return 1; 669 return 1;
851 } 670 }
852 671
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 674
857 if (sacrifice_needed<1) 675 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 676 sacrifice_needed = 1;
859 sacrifice_needed *=2; 677 sacrifice_needed *= 2;
860 678
861 sacrifice_count = check_sacrifice(op,improver); 679 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 680 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 681 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 683 return 0;
866 } 684 }
685
867 eat_item(op,improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 687 weapon->item_power++;
869 688
870 switch (improver->stats.sp) { 689 switch (improver->stats.sp)
871 case IMPROVE_STR: 690 {
872 return improve_weapon_stat(op,improver,weapon, 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 697 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: 698 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
901 } 700 }
701
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 703 return 0;
904} 704}
905 705
906/** 706/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
910 */ 710 */
711static int
911int check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
912{ 713{
913 object *otmp; 714 object *otmp;
914 715
915 if(op->type!=PLAYER) 716 if (op->type != PLAYER)
717 return 0;
718
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 {
721 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 722 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 } 723 }
724
921 otmp=find_marked_object(op); 725 otmp = find_marked_object (op);
726
922 if(!otmp) { 727 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 728 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 730 return 0;
925 } 731 }
732
926 if (otmp->type != WEAPON && otmp->type != BOW) { 733 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 734 {
735 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 736 return 0;
929 } 737 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
931 improve_weapon(op,tmp,otmp); 741 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 742 esrv_send_item (op, otmp);
933 return 1; 743 return 1;
934} 744}
935 745
936/** 746/**
937 * This code deals with the armour improvment scrolls. 747 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 748 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 764 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 766 * changing of physical area right now.
957 */ 767 */
768static int
958int improve_armour(object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
959{ 770{
960 object *tmp; 771 object *tmp;
961 772
962 if (armour->magic >= settings.armor_max_enchant) { 773 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 } 774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 782 * of gnarg and what not?)
970 */ 783 */
971 if (armour->title) { 784 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 785 {
975 786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
976 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
978 */ 792 */
979 if(armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 794
984 armour->magic++; 795 armour->magic++;
985 796
986 if ( !settings.armor_speed_linear ) 797 if (!settings.armor_speed_linear)
987 { 798 {
988 int base = 100; 799 int base = 100;
989 int pow = 0; 800 int pow = 0;
801
990 while ( pow < armour->magic ) 802 while (pow < armour->magic)
991 { 803 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 805 pow++;
994 } 806 }
995 807
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 809 }
998 else 810 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 812
1001 if ( !settings.armor_weight_linear ) 813 if (!settings.armor_weight_linear)
1002 { 814 {
1003 int base = 100; 815 int base = 100;
1004 int pow = 0; 816 int pow = 0;
817
1005 while ( pow < armour->magic ) 818 while (pow < armour->magic)
1006 { 819 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 821 pow++;
1009 } 822 }
1010 823
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
1012 } 825 }
1013 else 826 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 828
1016 if ( armour->weight <= 0 ) 829 if (armour->weight <= 0)
1017 { 830 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 832 armour->weight = 1;
1020 } 833 }
1021 834
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 836
1024 if (op->type == PLAYER) { 837 if (op->type == PLAYER)
838 {
1025 esrv_send_item(op, armour); 839 esrv_send_item (op, armour);
840
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 842 op->update_stats ();
1028 } 843 }
1029 decrease_ob(improver); 844
845 improver->decrease ();
846
1030 if (tmp) { 847 if (tmp)
1031 insert_ob_in_ob(tmp, op); 848 op->insert (tmp);
1032 esrv_send_item(op, tmp); 849
1033 }
1034 return 1; 850 return 1;
1035} 851}
1036
1037 852
1038/* 853/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
1041 */ 856 *
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. 857 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
1051 */ 861 */
862int
1052int convert_item(object *item, object *converter) { 863convert_item (object *item, object *converter)
1053 int nr=0; 864{
1054 object *tmp; 865 sint64 nr, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 866
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 867 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; 868 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 869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
874
875 /* We make some assumptions - we assume if it takes money as it type,
876 * it wants some amount. We don't make change (ie, if something costs
877 * 3 gp and player drops a platinum, tough luck)
878 */
879 if (conv_from == shstr_money)
880 {
881 if (item->type != MONEY)
882 return 0;
883
884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
886 return 0;
887
888 converter->play_sound (sound_find ("shop_buy"));
889
890 sint64 cost = (nr * need + item->value - 1) / item->value;
891
892 item->decrease (cost);
893
894 price_in = cost * item->value;
895 }
896 else
897 {
898 if (item->type == PLAYER
899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
901 return 0;
902
903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
913 price_in = item->value;
914 item->destroy ();
915 }
916 }
917
918 if (converter->inv)
919 {
920 object *ob;
921 int i;
922 object *ob_to_copy;
923
924 /* select random object from inventory to copy */
925 ob_to_copy = converter->inv;
926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
927 if (rndm (0, i) == 0)
928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
933 }
934 else
935 {
936 if (!conv_to)
937 {
938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 &converter->name, &converter->map->path, converter->x, converter->y);
940 return -1;
941 }
942
943 item = object_create_arch (conv_to);
944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
945 }
946
947 if (give)
948 item->nrof = give;
949
950 if (nr)
951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
968 /**
969 * elmex: we are going to let the game continue, as the mapcreator
970 * hopefully had something in mind when doing this.
971 */
972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
980 return 1;
981}
982
1145/** 983/**
1146 * Handle apply on containers. 984 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1150 */ 988 */
1151 989static int
1152int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1153{ 991{
1154 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 993 return 0; /* This might change */
1156 994
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 998 return 0;
1163 } 999 }
1164 op->contr->last_used = NULL; 1000
1165 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1166 1002
1167 if (sack->env!=op) { 1003 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 } 1004 {
1210 1005 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; 1006 return 1;
1241 } 1007 }
1242 } else { 1008
1243 sprintf (buf, "You don't have the key to unlock %s.", 1009 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1010 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 } 1011 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1012 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1013 {
1258 return 1; 1014 // open on ground or inv, so close
1259} 1015 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; 1016 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 } 1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1322 } 1028 {
1323 1029 // 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 1030 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1031 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); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1033 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; 1034 return 1;
1371} 1035 }
1372 1036
1037 // it's locked?
1038 if (sack->slaying)
1039 {
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack);
1050
1051 return 1;
1052}
1373 1053
1374/** 1054/**
1375 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1377 */ 1057 */
1058static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1060{
1380 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1063 return 0;
1383 1064
1384 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1388 */ 1070 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1072 {
1391 altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1076 * old maps.
1395 */ 1077 */
1078
1396/* push_button (altar);*/ 1079/* push_button (altar);*/
1397 } else { 1080 }
1081 else
1082 {
1398 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1399 push_button (altar); 1084 push_button (altar, originator);
1400 } 1085 }
1401 return sacrifice == NULL; 1086
1402 } else { 1087 return !sacrifice;
1088 }
1089 else
1403 return 0; 1090 return 0;
1404 }
1405} 1091}
1406
1407 1092
1408/** 1093/**
1409 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1098 * MSW 2001-08-29
1414 */ 1099 */
1100int
1415int apply_shop_mat (object *shop_mat, object *op) 1101apply_shop_mat (object *shop_mat, object *op)
1416{ 1102{
1417 int rv = 0; 1103 int rv = 0;
1418 double opinion; 1104 double opinion;
1419 object *tmp, *next; 1105 object *tmp, *next;
1420 1106
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1108
1423 if (op->type != PLAYER) { 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1424 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1426 * the shop. 1124 * the shop.
1427 */ 1125 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1429 next = tmp->below; 1128 next = tmp->below;
1129
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1133
1433 remove_ob(tmp); 1134 if (i >= 0)
1434 if (i==-1) i=0; 1135 tmp->move (i);
1435 tmp->map = op->map; 1136 }
1436 tmp->x = op->x + freearr_x[i]; 1137 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 1138
1442 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1444 1142
1445 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1447 */ 1145 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1147 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199
1452 if (i != -1) { 1200 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"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1202 else
1497 remove_ob (op); 1203 {
1204 op->remove ();
1498 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1208 }
1502 } 1209 }
1210
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1212 return rv;
1505} 1213}
1506 1214
1507/** 1215/**
1508 * Handles applying a sign. 1216 * Handles applying a sign.
1509 */ 1217 */
1218static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1511{ 1220{
1512 readable_message_type* msgType; 1221 if (!op->is_player())
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return; 1222 return;
1524 }
1525 1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1250 sign->last_eat++;
1528 } 1251 }
1529 1252
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1254 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1256 * to us).
1534 */ 1257 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1537 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1538 return; 1261 return;
1262 }
1263
1264 if (op->contr)
1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1539 } 1273 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543} 1274}
1544 1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306}
1545 1307
1546/** 1308/**
1547 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1312 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1554 */ 1316 */
1317void
1555void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1556{ 1319{
1557 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1558 1321
1559 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1324 return;
1562 1325
1563 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1565 */ 1328 */
1566 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1567 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1571 */ 1334 */
1572 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1339 return;
1576 return;
1577 } 1340 }
1341
1578 recursion_depth++; 1342 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1580 1345
1581 /* Lauwenmark: Handle for plugin trigger event */ 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1583 goto leave;
1584
1585 switch (trap->type) { 1347 switch (trap->type)
1348 {
1586 case PLAYERMOVER: 1349 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1588 !should_director_abort(trap, victim)) { 1351 {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1590 1354
1591 /* Is this correct? From the docs, it doesn't look like it 1355 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed 1356 * should be divided by trap->speed
1593 */ 1357 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1595 1359
1596 /* Just put in some sanity check. I think there is a bug in the 1360 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1599 */ 1363 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1602 } 1367 }
1603 goto leave; 1368 break;
1604 1369
1605 case SPINNER: 1370 case SPINNER:
1606 if(victim->direction) { 1371 if (victim->direction)
1372 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1374 update_turn_face (victim);
1609 } 1375 }
1610 goto leave; 1376 break;
1611 1377
1612 case DIRECTOR: 1378 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1614 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1382 update_turn_face (victim);
1616 } 1383 }
1617 goto leave; 1384 break;
1618 1385
1619 case BUTTON: 1386 case BUTTON:
1620 case PEDESTAL: 1387 case PEDESTAL:
1621 update_button(trap); 1388 case T_MATCH:
1622 goto leave; 1389 update_button (trap, originator);
1390 break;
1623 1391
1624 case ALTAR: 1392 case ALTAR:
1625 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1627 goto leave; 1395 break;
1628 1396
1629 case THROWN_OBJ: 1397 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1631 goto leave; 1399 break;
1632 /* fallthrough */ 1400 /* fallthrough */
1633 1401
1634 case ARROW: 1402 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1404 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1405 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1406 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1407 * action, we avoid hits here
1641 */ 1408 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1410 hit_with_arrow (trap, victim);
1644 goto leave; 1411 break;
1645 1412
1646 case SPELL_EFFECT: 1413 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1414 apply_spell_effect (trap, victim);
1648 goto leave; 1415 break;
1649 1416
1650 case TRAPDOOR: 1417 case TRAPDOOR:
1651 { 1418 {
1652 int max, sound_was_played; 1419 int max, sound_was_played;
1653 object *ab, *ab_next; 1420 object *ab, *ab_next;
1421
1654 if(!trap->value) { 1422 if (!trap->value)
1655 int tot; 1423 {
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1424 int tot;
1425
1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1428 tot += ab->head_ ()->total_weight ();
1659 1429
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1431 break;
1662 1432
1663 SET_ANIMATION(trap, trap->value); 1433 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1434 update_object (trap, UP_OBJ_FACE);
1665 } 1435 }
1666 1436
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1668 /* need to set this up, since if we do transfer the object, 1439 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1440 * ab->above would be bogus
1670 */ 1441 */
1671 ab_next = ab->above; 1442 ab_next = ab->above;
1672 1443
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1445 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1446 if (!sound_was_played)
1676 sound_was_played = 1; 1447 {
1677 } 1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1449 sound_was_played = 1;
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1450 }
1680 }
1681 }
1682 goto leave;
1683 }
1684 1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1455 }
1456 break;
1457 }
1685 1458
1686 case CONVERTER: 1459 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1460 if (convert_item (victim, trap) < 0)
1688 object *op; 1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1464 }
1689 1465
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1466 break;
1691 1467
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave;
1700
1701 case TRIGGER_BUTTON: 1468 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1469 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1470 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1471 check_trigger (trap, victim, originator);
1705 goto leave; 1472 break;
1706 1473
1707 case DEEP_SWAMP: 1474 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1475 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1476 break;
1710 1477
1711 case CHECK_INV: 1478 case CHECK_INV:
1712 check_inv (victim, trap); 1479 check_inv (victim, trap);
1713 goto leave; 1480 break;
1714 1481
1715 case HOLE: 1482 case HOLE:
1716 /* Hole not open? */ 1483 move_apply_hole (trap, victim);
1717 if(trap->stats.wc > 0) 1484 break;
1718 goto leave;
1719 1485
1720 /* Is this a multipart monster and not the head? If so, return. 1486 case EXIT:
1721 * Processing will happen if the head runs into the pit
1722 */
1723 if (victim->head)
1724 goto leave;
1725
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave;
1730
1731 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1733 /* Basically, don't show exits leading to random maps the 1489 /* Basically, don't show exits leading to random maps the
1734 * players output. 1490 * players output.
1735 */ 1491 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1493 victim->statusmsg (trap->msg, NDI_NAVY);
1738 enter_exit (victim, trap);
1739 }
1740 goto leave;
1741 1494
1495 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap);
1497 }
1498 break;
1499
1742 case ENCOUNTER: 1500 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1744 goto leave; 1502 break;
1745 1503
1746 case SHOP_MAT: 1504 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1748 goto leave; 1506 break;
1749 1507
1750 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1753 goto leave; 1511 break;
1754 1512
1755 case SIGN: 1513 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1758 1516
1759 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1760 goto leave; 1518 break;
1761 1519
1762 case CONTAINER: 1520 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1767 goto leave; 1522 break;
1768 1523
1769 case RUNE: 1524 case RUNE:
1770 case TRAP: 1525 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1772 spring_trap(trap, victim); 1527 spring_trap (trap, victim);
1773 } 1528 break;
1774 goto leave;
1775 1529
1776 default: 1530 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 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, 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1779 trap->type); 1533 break;
1780 goto leave;
1781 } 1534 }
1782 1535
1783 leave:
1784 recursion_depth--; 1536 recursion_depth--;
1785} 1537}
1786 1538
1787/** 1539/**
1788 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1541 */
1542static void
1790static void apply_book (object *op, object *tmp) 1543apply_book (object *op, object *tmp)
1791{ 1544{
1792 int lev_diff; 1545 int lev_diff;
1793 object *skill_ob; 1546 object *skill_ob;
1794 1547
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1548 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."); 1549 {
1550 op->failmsg ("You are unable to read while blind!");
1797 return; 1551 return;
1798 } 1552 }
1799 if(tmp->msg==NULL) { 1553
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1554 if (!tmp->msg)
1801 "You open the %s and find it empty.", tmp->name); 1555 {
1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1802 return; 1557 return;
1803 } 1558 }
1804 1559
1805 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1562 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1563 {
1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1565 return;
1566 }
1567
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1569 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 } 1570 {
1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension.");
1577 return;
1578 }
1828 1579
1829 readable_message_type* msgType = get_readable_message_type(tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1830 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1831 msgType->message_type, msgType->message_subtype,
1832 "You open the %s and start reading.\n%s",
1833 "%s\n%s",
1834 long_desc(tmp,op), tmp->msg);
1835 1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1836 /* gain xp from reading */ 1586 /* gain xp from reading */
1837 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1838 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1839 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1840 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1841 SET_FLAG(tmp,FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1842 /* If in a container, update how it looks */ 1595
1596 if (object *pl = tmp->visible_to ())
1843 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1844 else op->contr->socket.update_look=1;
1845 } 1598 }
1599
1846 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 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 */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 }
1603}
1604
1605/**
1606 * op made some mistake with a scroll, this takes care of punishment.
1607 * scroll_failure()- hacked directly from spell_failure
1608 */
1609static void
1610scroll_failure (object *op, int failure, int power)
1611{
1612 if (abs (failure / 4) > power)
1613 power = abs (failure / 4); /* set minimum effect */
1614
1615 if (failure <= -1 && failure > -15)
1616 { /* wonder */
1617 object *tmp;
1618
1619 op->failmsg ("Your spell warps!");
1620 tmp = get_archetype (SPELL_WONDER);
1621 cast_wonder (op, op, 0, tmp);
1622 tmp->destroy ();
1623 }
1624 else if (failure <= -15 && failure > -35)
1625 { /* drain mana */
1626 op->failmsg ("Your mana is drained!");
1627 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1628 if (op->stats.sp < 0)
1629 op->stats.sp = 0;
1630 }
1631 else if (settings.spell_failure_effects == TRUE)
1632 {
1633 if (failure <= -35 && failure > -60)
1634 { /* confusion */
1635 op->failmsg ("The magic recoils on you!");
1636 confuse_player (op, op, power);
1637 }
1638 else if (failure <= -60 && failure > -70)
1639 { /* paralysis */
1640 op->failmsg ("The magic recoils and paralyzes you!");
1641 paralyze_player (op, op, power);
1642 }
1643 else if (failure <= -70 && failure > -80)
1644 { /* blind */
1645 op->failmsg ("The magic recoils on you!");
1646 blind_player (op, op, power);
1647 }
1648 else if (failure <= -80)
1649 { /* blast the immediate area */
1650 object *tmp = get_archetype (LOOSE_MANA);
1651 cast_magic_storm (op, tmp, power);
1652 op->failmsg ("You unleash uncontrolled mana!");
1653 tmp->destroy ();
1654 }
1848 } 1655 }
1849} 1656}
1850 1657
1851/** 1658/**
1852 * Handles the applying of a skill scroll, calling learn_skill straight. 1659 * 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 1660 * op is the person learning the skill, tmp is the skill scroll object
1854 */ 1661 */
1662static void
1855static void apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1856{ 1664{
1857 switch ((int) learn_skill (op, tmp)) { 1665 switch (learn_skill (op, tmp))
1858 case 0: 1666 {
1859 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1667 case 0:
1860 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1668 op->play_sound (sound_find ("generic_fail"));
1861 return; 1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1862 1671
1863 case 1: 1672 case 1:
1864 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1673 tmp->decrease ();
1865 tmp->skill); 1674 op->play_sound (sound_find ("skill_learn"));
1866 new_draw_info_format(NDI_UNIQUE, 0, op, 1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1867 "Type 'bind ready_skill %s",tmp->skill); 1676 break;
1868 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1869 decrease_ob(tmp);
1870 return;
1871 1677
1872 default: 1678 default:
1873 new_draw_info_format(NDI_UNIQUE,0,op, 1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1874 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1875 decrease_ob(tmp); 1682 break;
1876 return;
1877 } 1683 }
1878} 1684}
1879 1685
1880/** 1686/**
1881 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1882 * Informs player of what happens. 1688 * Informs player of what happens.
1883 */ 1689 */
1690void
1884void do_learn_spell (object *op, object *spell, int special_prayer) 1691do_learn_spell (object *op, object *spell, int special_prayer)
1885{ 1692{
1886 object *tmp; 1693 object *tmp;
1887 1694
1888 if (op->type != PLAYER) { 1695 if (op->type != PLAYER)
1696 {
1889 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1890 return; 1698 return;
1891 } 1699 }
1892 1700
1893 /* Upgrade special prayers to normal prayers */ 1701 /* Upgrade special prayers to normal prayers */
1894 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1895 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1896 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1897 return; 1707 return;
1898 } 1708 }
1899 return; 1709 return;
1900 } 1710 }
1901 1711
1902 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1903 tmp = get_object(); 1713
1904 copy_object(spell, tmp); 1714 tmp = spell->clone ();
1905 insert_ob_in_ob(tmp, op); 1715 insert_ob_in_ob (tmp, op);
1906 1716
1907 if (special_prayer) { 1717 if (special_prayer)
1908 SET_FLAG(tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1909 }
1910 1719
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); 1720 esrv_add_spells (op->contr, tmp);
1915} 1721}
1916 1722
1917/** 1723/**
1918 * Erases spell from player's inventory. 1724 * Erases spell from player's inventory.
1919 */ 1725 */
1726void
1920void do_forget_spell (object *op, const char *spell) 1727do_forget_spell (object *op, const char *spell)
1921{ 1728{
1922 object *spob; 1729 object *spob;
1923 1730
1924 if (op->type != PLAYER) { 1731 if (op->type != PLAYER)
1732 {
1925 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1926 return; 1734 return;
1927 } 1735 }
1928 if ( (spob=check_spell_known (op, spell)) == NULL) { 1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1929 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1930 return; 1739 return;
1931 }
1932 1740 }
1933 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1741
1934 "You lose knowledge of %s.", spell); 1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1935 player_unready_range_ob(op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1936 esrv_remove_spell(op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1937 remove_ob(spob); 1745 spob->destroy ();
1938 free_object(spob);
1939} 1746}
1940 1747
1941/** 1748/**
1942 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1943 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1944 * stuff like that. Random learning failure too. 1751 * stuff like that. Random learning failure too.
1945 */ 1752 */
1753static void
1946static void apply_spellbook (object *op, object *tmp) 1754apply_spellbook (object *op, object *tmp)
1947{ 1755{
1948 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1949 1757
1950 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1951 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1952 return;
1953 } 1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1954 1763
1955 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1956 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1957 * legacy spellbooks 1766 * legacy spellbooks
1958 */ 1767 */
1959 1768 if (tmp->slaying)
1960 if(tmp->slaying != NULL) { 1769 {
1961 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1962 if (!spell) { 1771 if (!spell)
1963 new_draw_info_format(NDI_UNIQUE, 0, op, 1772 {
1964 "The book's formula for %s is incomplete", tmp->slaying); 1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1965 return; 1774 return;
1966 } 1775 }
1967 else 1776 else
1968 insert_ob_in_ob(spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1969 free_string(tmp->slaying); 1778
1970 tmp->slaying=NULL; 1779 tmp->slaying = 0;
1971 } 1780 }
1972 1781
1973 skop = find_skill_by_name(op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1974 1783
1975 /* need a literacy skill to learn spells. Also, having a literacy level 1784 /* need a literacy skill to learn spells. Also, having a literacy level
1976 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1977 if ( !skop) { 1786 if (!skop)
1978 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1979 return;
1980 } 1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
1981 1791
1982 spell = tmp->inv; 1792 spell = tmp->inv;
1793
1983 if (!spell) { 1794 if (!spell)
1795 {
1984 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1796 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."); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1986 return; 1798 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 } 1799 }
1992 1800
1993 new_draw_info_format(NDI_UNIQUE, 0, op, 1801 int learn_level = sqrtf (spell->level) * 1.5f;
1994 "The spellbook contains the %s level spell %s.", 1802 if (skop->level < learn_level)
1995 get_levelnumber(spell->level), spell->name); 1803 {
1804 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1805 &tmp->skill, learn_level));
1806 return;
1807 }
1996 1808
1809 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1810
1997 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1811 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1998 identify(tmp); 1812 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 1813
2005 /* I removed the check for special_prayer_mark here - it didn't make 1814 /* 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 1815 * 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 1816 * if the player doesn't know the spell, doesn't make a lot of sense that
2008 * they would have a special prayer mark. 1817 * they would have a special prayer mark.
2009 */ 1818 */
2010 if (check_spell_known (op, spell->name)) { 1819 if (check_spell_known (op, spell->name))
2011 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2012 return;
2013 } 1820 {
1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1822 return;
1823 }
2014 1824
2015 if (spell->skill) { 1825 if (spell->skill)
1826 {
2016 spell_skill = find_skill_by_name(op, spell->skill); 1827 spell_skill = find_skill_by_name (op, spell->skill);
1828
2017 if (!spell_skill) { 1829 if (!spell_skill)
2018 new_draw_info_format(NDI_UNIQUE, 0, op, 1830 {
2019 "You lack the skill %s to use this spell", 1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2020 spell->skill);
2021 return; 1832 return;
2022 } 1833 }
1834
2023 if (spell_skill->level < spell->level) { 1835 if (spell_skill->level < spell->level)
2024 new_draw_info_format(NDI_UNIQUE, 0, op, 1836 {
2025 "You need to be level %d in %s to learn this spell.", 1837 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; 1838 return;
2028 } 1839 }
2029 } 1840 }
2030 1841
2031 /* Logic as follows 1842 /* Logic as follows
2032 * 1843 *
2033 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1844 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2034 * 1845 *
2035 * 2- The learner's skill level in literacy adjusts the chance to learn 1846 * 2- The learner's skill level in literacy adjusts the chance to learn
2036 * a spell. 1847 * a spell.
2037 * 1848 *
2038 * 3 -Automatically fail to learn if you read while confused 1849 * 3 -Automatically fail to learn if you read while confused
2039 * 1850 *
2040 * Overall, chances are the same but a player will find having a high 1851 * Overall, chances are the same but a player will find having a high
2041 * literacy rate very useful! -b.t. 1852 * literacy rate very useful! -b.t.
2042 */ 1853 */
2043 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1854 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!"); 1855 {
1856 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)); 1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1858 }
2046 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2047 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1860 (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]) { 1861 {
2049 1862 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); 1863 do_learn_spell (op, spell, 0);
2052 1864
2053 /* xp gain to literacy for spell learning */ 1865 /* xp gain to literacy for spell learning */
2054 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2055 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2056 } else { 1868 }
2057 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1869 else
2058 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2059 } 1870 {
2060 decrease_ob(tmp); 1871 op->contr->play_sound (sound_find ("fumble_spell"));
1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1873 }
1874
1875 tmp->decrease ();
2061} 1876}
2062 1877
2063/** 1878/**
2064 * Handles applying a spell scroll. 1879 * Handles applying a spell scroll.
2065 */ 1880 */
1881void
2066void apply_scroll (object *op, object *tmp, int dir) 1882apply_scroll (object *op, object *tmp, int dir)
2067{ 1883{
2068 object *skop; 1884 object *skop;
2069 1885
2070 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1886 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 } 1887 {
1888 op->failmsg ("You are unable to read while blind.");
1889 return;
1890 }
2074 1891
2075 if (!tmp->inv || tmp->inv->type != SPELL) { 1892 if (!tmp->inv || tmp->inv->type != SPELL)
2076 new_draw_info (NDI_UNIQUE, 0, op, 1893 {
2077 "The scroll just doesn't make sense!"); 1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2078 return; 1895 return;
2079 } 1896 }
2080 1897
2081 if(op->type==PLAYER) { 1898 if (op->type == PLAYER)
1899 {
2082 /* players need a literacy skill to read stuff! */ 1900 /* players need a literacy skill to read stuff! */
2083 int exp_gain=0; 1901 int exp_gain = 0;
2084 1902
2085 /* hard code literacy - tmp->skill points to where the exp 1903 /* hard code literacy - tmp->skill points to where the exp
2086 * should go for anything killed by the spell. 1904 * should go for anything killed by the spell.
2087 */ 1905 */
2088 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2089 1907
2090 if ( ! skop) { 1908 if (!skop)
2091 new_draw_info(NDI_UNIQUE, 0,op, 1909 {
2092 "You are unable to decipher the strange symbols."); 1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2093 return; 1911 return;
2094 } 1912 }
2095 1913
2096 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2097 change_exp(op,exp_gain, skop->skill, 0); 1915 change_exp (op, exp_gain, skop->skill, 0);
2098 } 1916 }
2099 1917
2100 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2101 identify(tmp); 1919 identify (tmp);
2102 1920
2103 new_draw_info_format(NDI_BLACK, 0, op,
2104 "The scroll of %s turns to dust.", tmp->inv->name); 1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2105 1922
2106
2107 cast_spell(op,tmp,dir,tmp->inv, NULL); 1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
2108 decrease_ob(tmp); 1924 tmp->decrease ();
2109} 1925}
2110 1926
2111/** 1927/**
2112 * Applies a treasure object - by default, chest. op 1928 * Applies a treasure object - by default, chest. op
2113 * is the person doing the applying, tmp is the treasure 1929 * is the person doing the applying, tmp is the treasure
2114 * chest. 1930 * chest.
2115 */ 1931 */
1932static void
2116static void apply_treasure (object *op, object *tmp) 1933apply_treasure (object *op, object *tmp)
2117{ 1934{
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 1935 /* 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 1936 * 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 1937 * 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 1938 * prevents people from moving chests to more difficult maps to get better
2126 * treasure 1939 * treasure
2127 */ 1940 */
1941 object *treas = tmp->inv;
2128 1942
1943 if (!treas)
1944 {
1945 op->statusmsg ("The chest was empty.");
1946 tmp->decrease ();
1947 return;
1948 }
1949
1950 while (tmp->inv)
1951 {
2129 treas = tmp->inv; 1952 treas = tmp->inv;
2130 if(treas==NULL) { 1953 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 1954
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; 1955 treas->x = op->x;
2143 treas->y=op->y; 1956 treas->y = op->y;
2144 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2145 1958
2146 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1959 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); 1960 spring_trap (treas, op);
1961
2149 /* If either player or container was destroyed, no need to do 1962 /* If either player or container was destroyed, no need to do
2150 * further processing. I think this should be enclused with 1963 * further processing. I think this should be enclused with
2151 * spring trap above, as I don't think there is otherwise 1964 * spring trap above, as I don't think there is otherwise
2152 * any way for the treasure chest or player to get killed 1965 * any way for the treasure chest or player to get killed.
2153 */
2154 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2155 break;
2156 }
2157
2158 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2159 decrease_ob (tmp);
2160
2161}
2162
2163/**
2164 * op eats food.
2165 * If player, takes care of messages and dragon special food.
2166 */
2167static void apply_food (object *op, object *tmp)
2168{
2169 int capacity_remaining;
2170
2171 if(op->type!=PLAYER)
2172 op->stats.hp=op->stats.maxhp;
2173 else {
2174 /* check if this is a dragon (player), eating some flesh */
2175 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2176 ;
2177 else {
2178 /* usual case - no dragon meal: */
2179 if(op->stats.food+tmp->stats.food>999) {
2180 if(tmp->type==FOOD || tmp->type==FLESH)
2181 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2182 else
2183 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2184 }
2185 1966 */
2186 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1967 if (op->destroyed () || tmp->destroyed ())
2187 char buf[MAX_BUF]; 1968 break;
2188
2189 if (!is_dragon_pl(op)) {
2190 /* eating message for normal players*/
2191 if(tmp->type==DRINK)
2192 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2193 else
2194 sprintf(buf,"The %s tasted %s",tmp->name,
2195 tmp->type==FLESH?"terrible!":"good.");
2196 }
2197 else {
2198 /* eating message for dragon players*/
2199 sprintf(buf,"The %s tasted terrible!",tmp->name);
2200 }
2201
2202 new_draw_info(NDI_UNIQUE, 0,op,buf);
2203 capacity_remaining = 999 - op->stats.food;
2204 op->stats.food+=tmp->stats.food;
2205 if(capacity_remaining < tmp->stats.food)
2206 op->stats.hp += capacity_remaining / 50;
2207 else
2208 op->stats.hp+=tmp->stats.food/50;
2209 if(op->stats.hp>op->stats.maxhp)
2210 op->stats.hp=op->stats.maxhp;
2211 if (op->stats.food > 999)
2212 op->stats.food = 999;
2213 }
2214
2215 /* special food hack -b.t. */
2216 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2217 eat_special_food(op,tmp);
2218 } 1969 }
2219 } 1970
2220 handle_apply_yield(tmp); 1971 if (!tmp->destroyed () && !tmp->inv)
2221 decrease_ob(tmp); 1972 tmp->decrease (true);
2222} 1973}
2223 1974
2224/** 1975/**
2225 * A dragon is eating some flesh. If the flesh contains resistances, 1976 * A dragon is eating some flesh. If the flesh contains resistances,
2226 * there is a chance for the dragon's skin to get improved. 1977 * there is a chance for the dragon's skin to get improved.
2229 * object *op the object (dragon player) eating the flesh 1980 * object *op the object (dragon player) eating the flesh
2230 * object *meal the flesh item, getting chewed in dragon's mouth 1981 * object *meal the flesh item, getting chewed in dragon's mouth
2231 * return: 1982 * return:
2232 * int 1 if eating successful, 0 if it doesn't work 1983 * int 1 if eating successful, 0 if it doesn't work
2233 */ 1984 */
1985static int
2234int dragon_eat_flesh(object *op, object *meal) { 1986dragon_eat_flesh (object *op, object *meal)
1987{
2235 object *skin = NULL; /* pointer to dragon skin force*/ 1988 object *skin = NULL; /* pointer to dragon skin force */
2236 object *abil = NULL; /* pointer to dragon ability force*/ 1989 object *abil = NULL; /* pointer to dragon ability force */
2237 object *tmp = NULL; /* tmp. object */ 1990 object *tmp = NULL; /* tmp. object */
2238 1991
2239 char buf[MAX_BUF]; /* tmp. string buffer */
2240 double chance; /* improvement-chance of one resistance type */ 1992 double chance; /* improvement-chance of one resistance type */
2241 double totalchance=1; /* total chance of gaining one resistance */ 1993 double totalchance = 1; /* total chance of gaining one resistance */
2242 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1994 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2243 double mbonus=0; /* monster bonus */ 1995 double mbonus = 0; /* monster bonus */
2244 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2245 int winners=0; /* number of winners */ 1997 int winners = 0; /* number of winners */
2246 int i; /* index */ 1998 int i; /* index */
2247 1999
2248 /* let's make sure and doublecheck the parameters */ 2000 /* let's make sure and doublecheck the parameters */
2249 if (meal->type!=FLESH || !is_dragon_pl(op)) 2001 if (meal->type != FLESH || !is_dragon_pl (op))
2250 return 0; 2002 return 0;
2251 2003
2252 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2253 from the player's inventory */ 2005 from the player's inventory */
2254 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2006 for (tmp = op->inv; tmp; tmp = tmp->below)
2255 if (tmp->type == FORCE) { 2007 if (tmp->type == FORCE)
2256 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2008 if (tmp->arch->archname == shstr_dragon_skin_force)
2257 skin = tmp; 2009 skin = tmp;
2258 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2010 else if (tmp->arch->archname == shstr_dragon_ability_force)
2259 abil = tmp; 2011 abil = tmp;
2260 } 2012
2261 }
2262
2263 /* if either skin or ability are missing, this is an old player 2013 /* if either skin or ability are missing, this is an old player
2264 which is not to be considered a dragon -> bail out */ 2014 which is not to be considered a dragon -> bail out */
2265 if (skin == NULL || abil == NULL) return 0; 2015 if (skin == NULL || abil == NULL)
2266 2016 return 0;
2017
2267 /* now start by filling stomache and health, according to food-value */ 2018 /* now start by filling stomache and health, according to food-value */
2268 if((999 - op->stats.food) < meal->stats.food) 2019 if ((999 - op->stats.food) < meal->stats.food)
2269 op->stats.hp += (999 - op->stats.food) / 50; 2020 op->stats.hp += (999 - op->stats.food) / 50;
2270 else 2021 else
2271 op->stats.hp += meal->stats.food/50; 2022 op->stats.hp += meal->stats.food / 50;
2023
2272 if(op->stats.hp>op->stats.maxhp) 2024 if (op->stats.hp > op->stats.maxhp)
2273 op->stats.hp=op->stats.maxhp; 2025 op->stats.hp = op->stats.maxhp;
2274 2026
2275 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2276 2028
2277 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2278 2030
2279 /* on to the interesting part: chances for adding resistance */ 2031 /* on to the interesting part: chances for adding resistance */
2280 for (i=0; i<NROFATTACKS; i++) { 2032 for (i = 0; i < NROFATTACKS; i++)
2033 {
2281 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2034 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2035 {
2282 /* got positive resistance, now calculate improvement chance (0-100) */ 2036 /* got positive resistance, now calculate improvement chance (0-100) */
2283 2037
2284 /* this bonus makes resistance increase easier at lower levels */ 2038 /* this bonus makes resistance increase easier at lower levels */
2285 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2039 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2286 if (i == abil->stats.exp) 2040 if (i == abil->stats.exp)
2287 bonus += 5; /* additional bonus for resistance of ability-focus */ 2041 bonus += 5; /* additional bonus for resistance of ability-focus */
2288 2042
2289 /* monster bonus increases with level, because high-level 2043 /* monster bonus increases with level, because high-level
2290 flesh is too rare */ 2044 flesh is too rare */
2291 mbonus = op->level * 20. / ((double)settings.max_level); 2045 mbonus = op->level * 20. / ((double) settings.max_level);
2292 2046
2293 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2294 ((double)settings.max_level)) - skin->resist[i]; 2048 ((double) settings.max_level)) - skin->resist[i];
2295 2049
2296 if (chance >= 0.) 2050 if (chance >= 0.)
2297 chance += 1.; 2051 chance += 1.;
2298 else 2052 else
2299 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2300 2054
2301 /* chance is proportional to amount of resistance (max. 50) */ 2055 /* chance is proportional to amount of resistance (max. 50) */
2302 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2303 2057
2304 /* doubled chance for resistance of ability-focus */ 2058 /* doubled chance for resistance of ability-focus */
2305 if (i == abil->stats.exp) 2059 if (i == abil->stats.exp)
2306 chance = MIN(100., chance*2.); 2060 chance = MIN (100., chance * 2.);
2307 2061
2308 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2062 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2309 if (RANDOM()%10000 < (int)(chance*100)) { 2063 if (rndm (10000) < (unsigned int) (chance * 100))
2064 {
2310 atnr_winner[winners] = i; 2065 atnr_winner[winners] = i;
2311 winners++; 2066 winners++;
2312 } 2067 }
2313 2068
2314 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2069 if (chance >= 0.01)
2315 2070 totalchance *= 1 - chance / 100;
2071
2316 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2072 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2317 } 2073 }
2318 } 2074 }
2319 2075
2320 /* inverse totalchance as until now we have the failure-chance */ 2076 /* inverse totalchance as until now we have the failure-chance */
2321 totalchance = 100 - totalchance*100; 2077 totalchance = 100 - totalchance * 100;
2078
2322 /* print message according to totalchance */ 2079 /* print message according to totalchance */
2080 const char *buf;
2323 if (totalchance > 50.) 2081 if (totalchance > 50.)
2324 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2082 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2325 else if (totalchance > 10.) 2083 else if (totalchance > 10.)
2326 sprintf(buf, "The %s tasted very good.", meal->name); 2084 buf = format ("The %s tasted very good.", &meal->name);
2327 else if (totalchance > 1.) 2085 else if (totalchance > 1.)
2328 sprintf(buf, "The %s tasted good.", meal->name); 2086 buf = format ("The %s tasted good.", &meal->name);
2329 else if (totalchance > 0.1) 2087 else if (totalchance > 0.1)
2330 sprintf(buf, "The %s tasted bland.", meal->name); 2088 buf = format ("The %s tasted bland.", &meal->name);
2331 else if (totalchance >= 0.01) 2089 else if (totalchance >= 0.01)
2332 sprintf(buf, "The %s had a boring taste.", meal->name); 2090 buf = format ("The %s had a boring taste.", &meal->name);
2333 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2091 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2334 sprintf(buf, "The %s tasted strange.", meal->name); 2092 buf = format ("The %s tasted strange.", &meal->name);
2335 else 2093 else
2336 sprintf(buf, "The %s had no taste.", meal->name); 2094 buf = format ("The %s had no taste.", &meal->name);
2337 new_draw_info(NDI_UNIQUE, 0, op, buf); 2095
2338 2096 op->statusmsg (buf);
2097
2339 /* now choose a winner if we have any */ 2098 /* now choose a winner if we have any */
2340 i = -1; 2099 i = -1;
2341 if (winners>0) 2100 if (winners > 0)
2342 i = atnr_winner[RANDOM()%winners]; 2101 i = atnr_winner [rndm (winners)];
2343 2102
2344 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2103 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2104 {
2345 /* resistance increased! */ 2105 /* resistance increased! */
2346 skin->resist[i]++; 2106 skin->resist[i]++;
2347 fix_player(op); 2107 op->update_stats ();
2108
2109 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2348 2110 }
2349 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2111
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 2112 /* if this flesh contains a new ability focus, we mark it
2354 into the ability_force and it will take effect on next level */ 2113 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) 2114 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) { 2115 {
2357 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2116 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2358 2117
2359 if (meal->last_eat != abil->stats.exp) { 2118 if (meal->last_eat != abil->stats.exp)
2119 op->statusmsg (format (
2360 sprintf(buf, "Your metabolism prepares to focus on %s!", 2120 "Your metabolism prepares to focus on %s!\n"
2121 "The change will happen at level %d.",
2361 change_resist_msg[meal->last_eat]); 2122 change_resist_msg[meal->last_eat],
2362 new_draw_info(NDI_UNIQUE, 0, op, buf); 2123 abil->level + 1
2363 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2124 ));
2364 new_draw_info(NDI_UNIQUE, 0, op, buf);
2365 }
2366 else { 2125 else
2367 sprintf(buf, "Your metabolism will continue to focus on %s.", 2126 {
2368 change_resist_msg[meal->last_eat]); 2127 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; 2128 abil->last_eat = 0;
2371 } 2129 }
2372 } 2130 }
2131
2373 return 1; 2132 return 1;
2374} 2133}
2375 2134
2376static void apply_savebed (object *pl) 2135/**
2136 * op eats food.
2137 * If player, takes care of messages and dragon special food.
2138 */
2139static void
2140apply_food (object *op, object *tmp)
2377{ 2141{
2378#ifndef COZY_SERVER 2142 int capacity_remaining;
2379 if(!pl->contr->name_changed||!pl->stats.exp) { 2143
2380 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2144 if (op->type != PLAYER)
2381 return; 2145 op->stats.hp = op->stats.maxhp;
2382 } 2146 else
2383#endif
2384 /* Need to call terminate_all_pets() before we remove the player ob */
2385 terminate_all_pets(pl);
2386 remove_ob(pl);
2387 pl->direction=0;
2388 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2389 "%s leaves the game.",pl->name);
2390 2147 {
2391 /* update respawn position */ 2148 /* check if this is a dragon (player), eating some flesh */
2392 strcpy(pl->contr->savebed_map, pl->map->path); 2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2393 pl->contr->bed_x = pl->x; 2150 ;
2394 pl->contr->bed_y = pl->y; 2151 else
2152 {
2153 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999)
2155 {
2156 if (tmp->type == FOOD || tmp->type == FLESH)
2157 op->failmsg ("You feel full, but what a waste of food!");
2158 else
2159 op->statusmsg ("Most of the drink goes down your face not your throat!");
2160 }
2161
2162 tmp->play_sound (
2163 tmp->sound
2164 ? tmp->sound
2165 : tmp->type == DRINK
2166 ? sound_find ("eat_drink")
2167 : sound_find ("eat_food")
2168 );
2169
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 {
2172 const char *buf;
2173
2174 if (!is_dragon_pl (op))
2175 {
2176 /* eating message for normal players */
2177 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else
2180 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2181 }
2182 else
2183 /* eating message for dragon players */
2184 buf = format ("The %s tasted terrible!", &tmp->name);
2185
2186 op->statusmsg (buf);
2187
2188 capacity_remaining = 999 - op->stats.food;
2189 op->stats.food += tmp->stats.food;
2190 if (capacity_remaining < tmp->stats.food)
2191 op->stats.hp += capacity_remaining / 50;
2192 else
2193 op->stats.hp += tmp->stats.food / 50;
2194
2195 if (op->stats.hp > op->stats.maxhp)
2196 op->stats.hp = op->stats.maxhp;
2197 if (op->stats.food > 999)
2198 op->stats.food = 999;
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2395 2205 }
2396 strcpy(pl->contr->killer,"left"); 2206
2397 check_score(pl); /* Always check score */ 2207 handle_apply_yield (tmp);
2398 (void)save_player(pl,0); 2208 tmp->decrease ();
2399 pl->map->players--;
2400#if MAP_MAXTIMEOUT
2401 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2402#endif
2403 play_again(pl);
2404 pl->speed = 0;
2405 update_ob_speed(pl);
2406} 2209}
2407 2210
2408/** 2211/**
2409 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2410 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2411 */ 2214 */
2215static void
2412static void apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2413{ 2217{
2414 object *armor; 2218 object *armor;
2415 2219
2416 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2220 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 } 2221 {
2420 armor=find_marked_object(op); 2222 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; 2223 return;
2424 } 2224 }
2225
2226 armor = find_marked_object (op);
2227
2228 if (!armor)
2229 {
2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2231 return;
2232 }
2233
2425 if (armor->type != ARMOUR 2234 if (armor->type != ARMOUR
2426 && armor->type != CLOAK 2235 && armor->type != CLOAK
2427 && armor->type != BOOTS && armor->type != GLOVES 2236 && 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 { 2237 {
2431 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2238 op->failmsg ("Your marked item is not armour!\n");
2432 return; 2239 return;
2433 } 2240 }
2434 2241
2435 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2242 op->statusmsg ("Applying armour enchantment.");
2436 improve_armour(op,tmp,armor); 2243 improve_armour (op, tmp, armor);
2437} 2244}
2438 2245
2439 2246void
2440extern void apply_poison (object *op, object *tmp) 2247apply_poison (object *op, object *tmp)
2441{ 2248{
2442 if (op->type == PLAYER) { 2249 // 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); 2250 handle_apply_yield (tmp);
2454 decrease_ob(tmp);
2455}
2456 2251
2252 object *poison = tmp->split (1);
2253
2254 if (op->type == PLAYER)
2255 {
2256 op->contr->play_sound (sound_find ("drink_poison"));
2257 op->failmsg ("Yech! That tasted poisonous!");
2258 op->contr->killer = poison;
2259 }
2260
2261 if (poison->stats.hp > 0)
2262 {
2263 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2265 }
2266
2267 op->stats.food -= op->stats.food / 4;
2268 poison->destroy ();
2269}
2270
2457/** 2271/**
2458 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2272 * 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: 2273 * A valid 2 way exit means:
2460 * -You can come back (there is another exit at the other side) 2274 * -You can come back (there is another exit at the other side)
2461 * -You are 2275 * -You are
2462 * ° the owner of the exit 2276 * ° the owner of the exit
2463 * ° or in the same party as the owner 2277 * ° or in the same party as the owner
2464 * 2278 *
2465 * Note: a owner in a 2 way exit is saved as the owner's name 2279 * 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 2280 * 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). 2281 * survive in the swapping (in fact the whole exit doesn't survive).
2468 */ 2282 */
2283static int
2469int is_legal_2ways_exit (object* op, object *exit) 2284is_legal_2ways_exit (object *op, object *exit)
2470 { 2285{
2471 object * tmp; 2286 if (exit->stats.exp != 1)
2472 object * exit_owner; 2287 return 1; /*This is not a 2 way, so it is legal */
2473 player * pp; 2288
2474 mapstruct * exitmap; 2289#if 0 //TODO
2475 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2290 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 */ 2291 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2292#endif
2478 * all the exits in destination and try to find one with same path as 2293
2479 * the current exit's position */ 2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2480 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2295
2481 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2482 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2297
2483 if (exitmap) 2298 if (exitmap)
2484 { 2299 {
2485 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2300 exitmap->load_sync ();
2486 if (!tmp) return 0; 2301
2487 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2488 { 2308 {
2489 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2309 if (tmp->type != EXIT)
2490 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2310 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 2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2494 /* From here we have found the exit is valid. However we do 2321 /* From here we have found the exit is valid. However we do
2495 * here the check of the exit owner. It is important for the 2322 * here the check of the exit owner. It is important for the
2496 * town portals to prevent strangers from visiting your appartments 2323 * town portals to prevent strangers from visiting your appartments
2497 */ 2324 */
2325 if (!exit->race)
2498 if (!exit->race) return 1; /*No owner, free for all!*/ 2326 return 1; /*No owner, free for all! */
2499 exit_owner=NULL; 2327
2500 for (pp=first_player;pp;pp=pp->next) 2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2501 { 2331 {
2502 if (!pp->ob) continue; 2332 if (!pp->ob)
2333 continue;
2334
2503 if (pp->ob->name!=exit->race) continue; 2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2504 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2339 break;
2506 } 2340 }
2507 if (!exit_owner) return 0; /* No more owner*/ 2341
2508 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2509 if ( exit_owner && /*There is a owner*/ 2348 if (exit_owner && /*There is a owner */
2510 (op->contr) && /*A player tries to pass */ 2349 (op->contr) && /*A player tries to pass */
2511 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2512 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2513 return 0; 2352 return 0;
2353
2514 return 1; 2354 return 1;
2515 } 2355 }
2516 } 2356 }
2357
2517 return 0; 2358 return 0;
2359}
2360
2361/**
2362 * This function will try to apply a lighter and in case no lighter
2363 * is specified it will try to find a lighter in the players inventory,
2364 * and inform him about this requirement.
2365 *
2366 * who - the player
2367 * op - the item we want to light
2368 * lighter - the lighter or 0 if a lighter has yet to be found
2369 */
2370static object *
2371auto_apply_lighter (object *who, object *op, object *lighter)
2372{
2373 if (lighter == 0)
2374 {
2375 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2376 {
2377 if (tmp->type == LIGHTER)
2378 {
2379 lighter = tmp;
2380 break;
2381 }
2382 }
2383
2384 if (!lighter)
2385 {
2386 who->failmsg (format (
2387 "You can't light up the %s with your bare hands! "
2388 "H<You need a lighter in your inventory, for example a flint and steel.>",
2389 &op->name));
2390 return 0;
2391 }
2518 } 2392 }
2519 2393
2394 // last_eat == 0 means the lighter is not being used up!
2395 if (lighter->last_eat && lighter->stats.food)
2396 {
2397 /* lighter gets used up */
2398 lighter = lighter->split ();
2399 lighter->stats.food--;
2400 who->insert (lighter);
2401 }
2402 else if (lighter->last_eat)
2403 {
2404 /* no charges left in lighter */
2405 who->failmsg (format (
2406 "You attempt to light the %s with a used up %s.",
2407 &op->name, &lighter->name));
2408 return 0;
2409 }
2410
2411 return lighter;
2412}
2413
2414/**
2415 * Designed primarily to light torches/lanterns/etc.
2416 * Also burns up burnable material too. First object in the inventory is
2417 * the selected object to "burn". -b.t.
2418 */
2419static void
2420apply_lighter (object *who, object *lighter)
2421{
2422 object *item;
2423 int is_player_env = 0;
2424
2425 item = find_marked_object (who);
2426 if (item)
2427 {
2428 if (!auto_apply_lighter (who, item, lighter))
2429 return;
2430
2431 /* Perhaps we should split what we are trying to light on fire?
2432 * I can't see many times when you would want to light multiple
2433 * objects at once.
2434 */
2435
2436 save_throw_object (item, AT_FIRE, who);
2437
2438 if (item->destroyed ()
2439 || ((item->type == LAMP || item->type == TORCH)
2440 && item->glow_radius > 0))
2441 who->statusmsg (format (
2442 "You light the %s with the %s.",
2443 &item->name, &lighter->name));
2444 else
2445 who->failmsg (format (
2446 "You attempt to light the %s with the %s and fail.",
2447 &item->name, &lighter->name));
2448 }
2449 else
2450 who->failmsg ("You need to mark a lightable object.");
2451}
2452
2453/**
2454 * This function generates a cursed effect for cursed lamps and torches.
2455 */
2456static void
2457player_apply_lamp_cursed_effect (object *who, object *op)
2458{
2459 if (op->level)
2460 {
2461 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!",
2463 &op->name));
2464 create_exploding_ball_at (who, op->level);
2465 }
2466 else
2467 {
2468 who->failmsg (format (
2469 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2470 &op->name));
2471 }
2472
2473 op->destroy ();
2474}
2475
2476/**
2477 * Apply for players and lamps
2478 *
2479 * who - the player
2480 * op - the lamp
2481 */
2482static void
2483player_apply_lamp (object *who, object *op)
2484{
2485 bool switch_on = op->glow_radius ? false : true;
2486
2487 if (switch_on)
2488 {
2489 object *lighter = 0;
2490
2491 if (op->flag [FLAG_IS_LIGHTABLE]
2492 && !(lighter = auto_apply_lighter (who, op, 0)))
2493 return;
2494
2495 if (op->stats.food < 1)
2496 {
2497 if (op->type == LAMP)
2498 who->failmsg (format (
2499 "The %s is out of fuel! "
2500 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2501 &op->name));
2502 else
2503 who->failmsg (format (
2504 "The %s is burnt out! "
2505 "H<Torches and similar items burn out and become worthless.>",
2506 &op->name));
2507 return;
2508 }
2509
2510 if (op->flag [FLAG_CURSED])
2511 {
2512 player_apply_lamp_cursed_effect (who, op);
2513 return;
2514 }
2515
2516 if (lighter)
2517 who->statusmsg (format (
2518 "You light up the %s with the %s.", &op->name, &lighter->name));
2519 else
2520 who->statusmsg (format ("You light up the %s.", &op->name));
2521 }
2522 else
2523 {
2524 if (op->flag [FLAG_CURSED])
2525 {
2526 player_apply_lamp_cursed_effect (who, op);
2527 return;
2528 }
2529
2530 if (op->type == TORCH)
2531 {
2532 if (!op->flag [FLAG_IS_LIGHTABLE])
2533 {
2534 who->statusmsg (format (
2535 "You put out the %s. "
2536 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2537 &op->name, &op->name));
2538 }
2539 else
2540 who->statusmsg (format (
2541 "You put out the %s."
2542 "H<Torches wear out if you put them out.>",
2543 &op->name));
2544 }
2545 else
2546 who->statusmsg (format ("You turn off the %s.", &op->name));
2547 }
2548
2549 apply_lamp (op, switch_on);
2550}
2551
2552void get_animation_from_arch (object *op, arch_ptr a)
2553{
2554 op->animation_id = a->animation_id;
2555 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2556 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2557 op->anim_speed = a->anim_speed;
2558 op->last_anim = 0;
2559 op->state = 0;
2560 op->face = a->face;
2561
2562 if (NUM_ANIMATIONS(op) > 1)
2563 {
2564 SET_ANIMATION(op, 0);
2565 animate_object (op, op->direction);
2566 }
2567 else
2568 update_object (op, UP_OBJ_FACE);
2569}
2570
2571/**
2572 * Apply for LAMPs and TORCHes.
2573 *
2574 * op - the lamp
2575 * switch_on - a flag which says whether the lamp should be switched on or off
2576 */
2577void apply_lamp (object *op, bool switch_on)
2578{
2579 op->set_glow_radius (switch_on ? op->range : 0);
2580 op->set_speed (switch_on ? op->arch->speed : 0);
2581
2582 // torches wear out if you put them out
2583 if (op->type == TORCH && !switch_on)
2584 {
2585 if (op->flag [FLAG_IS_LIGHTABLE])
2586 {
2587 op->stats.food -= (double) op->arch->stats.food / 15;
2588 if (op->stats.food < 0)
2589 op->stats.food = 0;
2590 }
2591 else
2592 op->stats.food = 0;
2593 }
2594
2595 // lamps and torched get worthless when used up
2596 if (op->stats.food <= 0)
2597 op->value = 0;
2598
2599 // FIXME: This is a hack to make the more sane torches and lamps
2600 // still animated ;-/
2601 if (op->other_arch)
2602 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2603
2604 if (object *pl = op->visible_to ())
2605 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2606}
2607
2608/**
2609 * This handles items of type 'transformer'.
2610 * Basically those items, used with a marked item, transform both items into something
2611 * else.
2612 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2613 * Change information is contained in the 'slaying' field of the marked item.
2614 * The format is as follow: transformer:[number ]yield[;transformer:...].
2615 * This way an item can be transformed in many things, and/or many objects.
2616 * The 'slaying' field for transformer is used as verb for the action.
2617 */
2618static void
2619apply_item_transformer (object *pl, object *transformer)
2620{
2621 object *marked;
2622 object *new_item;
2623 char *find;
2624 char *separator;
2625 int yield;
2626 char got[MAX_BUF];
2627 int len;
2628
2629 if (!pl || !transformer)
2630 return;
2631
2632 marked = find_marked_object (pl);
2633
2634 if (!marked)
2635 {
2636 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2637 return;
2638 }
2639
2640 if (!marked->slaying)
2641 {
2642 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2643 return;
2644 }
2645
2646 /* check whether they are compatible or not */
2647 find = strstr (&marked->slaying, transformer->arch->archname);
2648 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2649 {
2650 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2651 return;
2652 }
2653
2654 find += strlen (transformer->arch->archname) + 1;
2655 /* Item can be used, now find how many and what it yields */
2656 if (isdigit (*(find)))
2657 {
2658 yield = atoi (find);
2659 if (yield < 1)
2660 {
2661 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2662 yield = 1;
2663 }
2664 }
2665 else
2666 yield = 1;
2667
2668 while (isdigit (*find))
2669 find++;
2670
2671 while (*find == ' ')
2672 find++;
2673
2674 memset (got, 0, MAX_BUF);
2675
2676 if ((separator = strchr (find, ';')) != NULL)
2677 len = separator - find;
2678 else
2679 len = strlen (find);
2680
2681 if (len > MAX_BUF - 1)
2682 len = MAX_BUF - 1;
2683
2684 strcpy (got, find);
2685 got[len] = '\0';
2686
2687 /* Now create new item, remove used ones when required. */
2688 new_item = get_archetype (got);
2689 if (!new_item)
2690 {
2691 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2692 return;
2693 }
2694
2695 new_item->nrof = yield;
2696
2697 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2698
2699 pl->insert (new_item);
2700 /* Eat up one item */
2701 marked->decrease ();
2702
2703 /* Eat one transformer if needed */
2704 if (transformer->stats.food)
2705 if (--transformer->stats.food == 0)
2706 transformer->decrease ();
2707}
2520 2708
2521/** 2709/**
2522 * Main apply handler. 2710 * Main apply handler.
2523 * 2711 *
2524 * Checks for unpaid items before applying. 2712 * Checks for unpaid items before applying.
2526 * Return value: 2714 * Return value:
2527 * 0: player or monster can't apply objects of that type 2715 * 0: player or monster can't apply objects of that type
2528 * 1: has been applied, or there was an error applying the object 2716 * 1: has been applied, or there was an error applying the object
2529 * 2: objects of that type can't be applied if not in inventory 2717 * 2: objects of that type can't be applied if not in inventory
2530 * 2718 *
2531 * op is the object that is causing object to be applied, tmp is the object 2719 * who is the object that is causing object to be applied, op is the object
2532 * being applied. 2720 * being applied.
2533 * 2721 *
2534 * aflag is special (always apply/unapply) flags. Nothing is done with 2722 * aflag is special (always apply/unapply) flags. Nothing is done with
2535 * them in this function - they are passed to apply_special 2723 * them in this function - they are passed to apply_special
2536 */ 2724 */
2537 2725int
2538int manual_apply (object *op, object *tmp, int aflag) 2726manual_apply (object *who, object *op, int aflag)
2539{ 2727{
2540 if (tmp->head) tmp=tmp->head; 2728 op = op->head_ ();
2541 2729
2542 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2730 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2731 {
2543 if (op->type == PLAYER) { 2732 if (who->type == PLAYER)
2544 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2733 {
2734 examine (who, op);
2735 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2545 return 1; 2736 return 1;
2546 } else { 2737 }
2738 else
2547 return 0; /* monsters just skip unpaid items */ 2739 return 0; /* monsters just skip unpaid items */
2548 } 2740 }
2741
2742 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2743 return RESULT_INT (0);
2744
2745 switch (op->type)
2549 } 2746 {
2550 2747 case T_HANDLE:
2551 2748 who->play_sound (sound_find ("turn_handle"));
2552 /* Lauwenmark: Handle for plugin apply event */ 2749 who->statusmsg ("You turn the handle.");
2553 //TODO: remove 2750 op->value = op->value ? 0 : 1;
2554 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2751 SET_ANIMATION (op, op->value);
2752 update_object (op, UP_OBJ_FACE);
2753 push_button (op, who);
2555 return 1; 2754 return 1;
2556 2755
2557 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2756 case TRIGGER:
2757 if (check_trigger (op, who, who))
2758 {
2759 who->statusmsg ("You turn the handle.");
2760 who->play_sound (sound_find ("turn_handle"));
2761 }
2762 else
2763 who->failmsg ("The handle doesn't move.");
2764
2558 return 1; 2765 return 1;
2559 2766
2560 switch (tmp->type) { 2767 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) 2768 if (who->type != PLAYER)
2585 return 0; 2769 return 0;
2770
2586 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2771 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2587 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2772 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2588 query_name(tmp)); 2773 else
2589 } else { 2774 {
2590 /* Don't display messages for random maps. */ 2775 /* Don't display messages for random maps. */
2591 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2776 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2592 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2777 who->statusmsg (op->msg, NDI_NAVY);
2593 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778
2594 enter_exit(op,tmp); 2779 who->enter_exit (op);
2595 } 2780 }
2781
2596 return 1; 2782 return 1;
2597 2783
2598 case SIGN: 2784 case INSCRIBABLE:
2599 apply_sign (op, tmp, 0); 2785 who->statusmsg (op->msg);
2786 // maybe show a spell menu to chose from or something like that
2600 return 1; 2787 return 1;
2601 2788
2602 case BOOK: 2789 case SIGN:
2603 if (op->type == PLAYER) { 2790 apply_sign (who, op, 0);
2604 apply_book (op, tmp);
2605 return 1;
2606 } else {
2607 return 0;
2608 }
2609
2610 case SKILLSCROLL:
2611 if (op->type == PLAYER) {
2612 apply_skillscroll (op, tmp);
2613 return 1;
2614 }
2615 return 0;
2616
2617 case SPELLBOOK:
2618 if (op->type == PLAYER) {
2619 apply_spellbook (op, tmp);
2620 return 1;
2621 }
2622 return 0;
2623
2624 case SCROLL:
2625 apply_scroll (op, tmp, 0);
2626 return 1; 2791 return 1;
2627 2792
2628 case POTION: 2793 case BOOK:
2629 (void) apply_potion(op, tmp); 2794 if (who->type == PLAYER)
2795 {
2796 apply_book (who, op);
2797 return 1;
2798 }
2799 else
2800 return 0;
2801
2802 case SKILLSCROLL:
2803 if (who->type == PLAYER)
2804 {
2805 apply_skillscroll (who, op);
2806 return 1;
2807 }
2808 else
2809 return 0;
2810
2811 case SPELLBOOK:
2812 if (who->type == PLAYER)
2813 {
2814 apply_spellbook (who, op);
2815 return 1;
2816 }
2817 else
2818 return 0;
2819
2820 case SCROLL:
2821 apply_scroll (who, op, 0);
2630 return 1; 2822 return 1;
2631 2823
2824 case POTION:
2825 apply_potion (who, op);
2826 return 1;
2827
2632 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2828 /* Eneq(@csd.uu.se): Handle apply on containers. */
2829 //TODO: remove, as it is unsed?
2633 case CLOSE_CON: 2830 case CLOSE_CON:
2634 if (op->type==PLAYER) 2831 apply_container (who, op->env);
2635 (void) esrv_apply_container (op, tmp->env);
2636 else
2637 (void) apply_container (op, tmp->env);
2638 return 1; 2832 return 1;
2639 2833
2640 case CONTAINER: 2834 case CONTAINER:
2641 if (op->type==PLAYER) 2835 apply_container (who, op);
2642 (void) esrv_apply_container (op, tmp);
2643 else
2644 (void) apply_container (op, tmp);
2645 return 1; 2836 return 1;
2646 2837
2647 case TREASURE: 2838 case TREASURE:
2648 if (op->type == PLAYER) { 2839 if (who->type == PLAYER)
2649 apply_treasure (op, tmp); 2840 {
2650 return 1; 2841 apply_treasure (who, op);
2651 } else { 2842 return 1;
2652 return 0; 2843 }
2844 else
2845 return 0;
2846
2847 case LAMP:
2848 case TORCH:
2849 player_apply_lamp (who, op);
2850 return 1;
2851
2852 case WEAPON:
2853 case ARMOUR:
2854 case BOOTS:
2855 case GLOVES:
2856 case AMULET:
2857 case GIRDLE:
2858 case BRACERS:
2859 case SHIELD:
2860 case HELMET:
2861 case RING:
2862 case CLOAK:
2863 case WAND:
2864 case ROD:
2865 case HORN:
2866 case SKILL:
2867 case BOW:
2868 case BUILDER:
2869 case SKILL_TOOL:
2870 if (op->env != who)
2871 return 2; /* not in inventory */
2872
2873 apply_special (who, op, aflag);
2874 return 1;
2875
2876 case DRINK:
2877 case FOOD:
2878 case FLESH:
2879 apply_food (who, op);
2880 return 1;
2881
2882 case POISON:
2883 apply_poison (who, op);
2884 return 1;
2885
2886 case SAVEBED:
2887 return 1;
2888
2889 case ARMOUR_IMPROVER:
2890 if (who->type == PLAYER)
2891 {
2892 apply_armour_improver (who, op);
2893 return 1;
2894 }
2895 else
2896 return 0;
2897
2898 case WEAPON_IMPROVER:
2899 check_improve_weapon (who, op);
2900 return 1;
2901
2902 case CLOCK:
2903 if (who->type == PLAYER)
2904 {
2905 char buf[MAX_BUF];
2906 timeofday_t tod;
2907
2908 get_tod (&tod);
2909 who->play_sound (sound_find ("sound_clock"));
2910 who->statusmsg (format (
2911 "It is %d minute%s past %d o'clock %s",
2912 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2913 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2914 ));
2915 return 1;
2916 }
2917 else
2918 return 0;
2919
2920 case MENU:
2921 if (who->type == PLAYER)
2922 {
2923 shop_listing (op, who);
2924 return 1;
2925 }
2926 else
2927 return 0;
2928
2929 case POWER_CRYSTAL:
2930 apply_power_crystal (who, op); /* see egoitem.c */
2931 return 1;
2932
2933 case LIGHTER: /* for lighting torches/lanterns/etc */
2934 if (who->type == PLAYER)
2935 {
2936 apply_lighter (who, op);
2937 return 1;
2938 }
2939 else
2940 return 0;
2941
2942 case ITEM_TRANSFORMER:
2943 apply_item_transformer (who, op);
2944 return 1;
2945
2946 default:
2947 return 0;
2653 } 2948 }
2654
2655 case WEAPON:
2656 case ARMOUR:
2657 case BOOTS:
2658 case GLOVES:
2659 case AMULET:
2660 case GIRDLE:
2661 case BRACERS:
2662 case SHIELD:
2663 case HELMET:
2664 case RING:
2665 case CLOAK:
2666 case WAND:
2667 case ROD:
2668 case HORN:
2669 case SKILL:
2670 case BOW:
2671 case LAMP:
2672 case BUILDER:
2673 case SKILL_TOOL:
2674 if (tmp->env != op)
2675 return 2; /* not in inventory */
2676 (void) apply_special (op, tmp, aflag);
2677 return 1;
2678
2679 case DRINK:
2680 case FOOD:
2681 case FLESH:
2682 apply_food (op, tmp);
2683 return 1;
2684
2685 case POISON:
2686 apply_poison (op, tmp);
2687 return 1;
2688
2689 case SAVEBED:
2690 if (op->type == PLAYER) {
2691 apply_savebed (op);
2692 return 1;
2693 } else {
2694 return 0;
2695 }
2696
2697 case ARMOUR_IMPROVER:
2698 if (op->type == PLAYER) {
2699 apply_armour_improver (op, tmp);
2700 return 1;
2701 } else {
2702 return 0;
2703 }
2704
2705 case WEAPON_IMPROVER:
2706 (void) check_improve_weapon(op, tmp);
2707 return 1;
2708
2709 case CLOCK:
2710 if (op->type == PLAYER) {
2711 char buf[MAX_BUF];
2712 timeofday_t tod;
2713
2714 get_tod(&tod);
2715 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2716 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2717 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2718 ((tod.hour >= 14) ? "pm" : "am"));
2719 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2720 new_draw_info(NDI_UNIQUE, 0,op, buf);
2721 return 1;
2722 } else {
2723 return 0;
2724 }
2725
2726 case MENU:
2727 if (op->type == PLAYER) {
2728 shop_listing (op);
2729 return 1;
2730 } else {
2731 return 0;
2732 }
2733
2734 case POWER_CRYSTAL:
2735 apply_power_crystal(op,tmp); /* see egoitem.c */
2736 return 1;
2737
2738 case LIGHTER: /* for lighting torches/lanterns/etc */
2739 if (op->type == PLAYER) {
2740 apply_lighter(op,tmp);
2741 return 1;
2742 } else {
2743 return 0;
2744 }
2745
2746 case ITEM_TRANSFORMER:
2747 apply_item_transformer( op, tmp );
2748 return 1;
2749
2750 default:
2751 return 0;
2752 }
2753} 2949}
2754
2755 2950
2756/* quiet suppresses the "don't know how to apply" and "you must get it first" 2951/* 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 2952 * messages as needed by player_apply_below(). But there can still be
2758 * "but you are floating high above the ground" messages. 2953 * "but you are floating high above the ground" messages.
2759 * 2954 *
2760 * Same return value as apply() function. 2955 * Same return value as apply() function.
2761 */ 2956 */
2957int
2762int player_apply (object *pl, object *op, int aflag, int quiet) 2958player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2959{
2764 int tmp;
2765
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2960 if (!op->env && (pl->move_type & MOVE_FLYING))
2961 {
2767 /* player is flying and applying object not in inventory */ 2962 /* player is flying and applying object not in inventory */
2768 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2963 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2769 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2964 {
2770 "above the ground!"); 2965 pl->failmsg ("But you are floating high above the ground! "
2966 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2967 "or waiting till the levitation effect wears off.>");
2771 return 0; 2968 return 0;
2772 } 2969 }
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 { 2970 }
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 2971
2789 pl->contr->last_used = op; 2972 pl->contr->last_used = op;
2790 pl->contr->last_used_id = op->count;
2791 2973
2792 tmp = manual_apply (pl, op, aflag); 2974 int tmp = manual_apply (pl, op, aflag);
2975
2793 if ( ! quiet) { 2976 if (!quiet)
2977 {
2794 if (tmp == 0) 2978 if (tmp == 0)
2795 new_draw_info_format (NDI_UNIQUE, 0, pl, 2979 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) 2980 else if (tmp == 2)
2799 new_draw_info_format (NDI_UNIQUE, 0, pl, 2981 pl->failmsg ("You must get it first!\n");
2800 "You must get it first!\n");
2801 } 2982 }
2983
2802 return tmp; 2984 return tmp;
2803} 2985}
2804 2986
2805/** 2987/**
2806 * player_apply_below attempts to apply the object 'below' the player. 2988 * 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 2989 * If the player has an open container, we use that for below, otherwise
2808 * we use the ground. 2990 * we use the ground.
2809 */ 2991 */
2810 2992void
2811void player_apply_below (object *pl) 2993player_apply_below (object *pl)
2812{ 2994{
2813 object *tmp, *next;
2814 int floors; 2995 int floors = 0;
2815 2996
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 2997 /* If using a container, set the starting item to be the top
2822 * item in the container. Otherwise, use the map. 2998 * 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 2999 * 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 3000 * 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 3001 * 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 3002 * problem if player_apply() has a bug in that it uses the object but does
2830 * not return a proper value. 3003 * not return a proper value.
2831 */ 3004 */
2832 for (floors = 0; tmp!=NULL; tmp=next) { 3005 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3006 {
2833 next = tmp->below; 3007 next = tmp->below;
3008
2834 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3009 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2835 floors++; 3010 floors++;
2836 else if (floors > 0) 3011 else if (floors > 0)
2837 return; /* process only floor objects after first floor object */ 3012 return; /* process only floor objects after first floor object */
2838 3013
2839 /* If it is visible, player can apply it. If it is applied by 3014 /* 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 3015 * person moving on it, also activate. Added code to make it
2841 * so that at least one of players movement types be that which 3016 * so that at least one of players movement types be that which
2842 * the item needs. 3017 * the item needs.
2843 */ 3018 */
2844 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 3019 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2845 if (player_apply (pl, tmp, 0, 1) == 1) 3020 if (player_apply (pl, tmp, 0, 1) == 1)
2846 return; 3021 return;
2847 } 3022
2848 if (floors >= 2) 3023 if (floors >= 2)
2849 return; /* process at most two floor objects */ 3024 return; /* process at most two floor objects */
2850 } 3025 }
2851} 3026}
2852 3027
2853/** 3028/**
2854 * Unapplies specified item. 3029 * Unapplies specified item.
2855 * No check done on cursed/damned. 3030 * No check done on cursed/damned.
2856 * Break this out of apply_special - this is just done 3031 * Break this out of apply_special - this is just done
2857 * to keep the size of apply_special to a more managable size. 3032 * to keep the size of apply_special to a more managable size.
2858 */ 3033 */
3034static int
2859static int unapply_special (object *who, object *op, int aflags) 3035unapply_special (object *who, object *op, int aflags)
2860{ 3036{
2861 object *tmp2; 3037 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3038 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3039 return RESULT_INT (0);
2862 3040
2863 CLEAR_FLAG(op, FLAG_APPLIED); 3041 CLEAR_FLAG (op, FLAG_APPLIED);
3042
2864 switch(op->type) { 3043 switch (op->type)
2865 case WEAPON: 3044 {
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: 3045 case SKILL_TOOL:
2879 if (op != who->chosen_skill) { 3046 // 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"); 3047 // but this is hard, as it shouldn't do so when the skill can
2881 } 3048 // be used for other reasons
2882 if (who->type==PLAYER) { 3049 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2883 if (who->contr->shoottype == range_skill) 3050 if (tmp->skill == op->skill
2884 who->contr->shoottype = range_none; 3051 && tmp->type == SKILL
2885 if ( ! op->invisible) { 3052 && tmp->flag [FLAG_APPLIED]
2886 new_draw_info_format (NDI_UNIQUE, 0, who, 3053 && !tmp->flag [FLAG_CAN_USE_SKILL])
2887 "You stop using the %s.", query_name(op)); 3054 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 3055
2899 case ARMOUR: 3056 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; 3057 break;
2962 3058
2963 default: 3059 case WEAPON:
2964 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3060 if (player *pl = who->contr)
2965 break; 3061 if (op == pl->combat_ob)
2966 } 3062 {
2967 3063 pl->combat_ob = 0;
2968 fix_player(who); 3064 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 } 3065 }
3066
3067 who->statusmsg (format ("You unwield %s.", query_name (op)));
3068
3069 change_abil (who, op);
3070 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3071 break;
3072
3073 case SKILL:
3074 if (who->contr)
3075 {
3076 if (IS_COMBAT_SKILL (op->subtype))
3077 who->change_weapon (who->contr->combat_ob = 0);
3078 else if (IS_RANGED_SKILL (op->subtype))
3079 who->change_weapon (who->contr->ranged_ob = 0);
3080
3081 if (op->invisible)
3082 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3083 else
3084 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3085 }
3086
3087 change_abil (who, op);
3088 CLEAR_FLAG (who, FLAG_READY_SKILL);
3089 break;
3090
3091 case ARMOUR:
3092 case HELMET:
3093 case SHIELD:
3094 case RING:
3095 case BOOTS:
3096 case GLOVES:
3097 case AMULET:
3098 case GIRDLE:
3099 case BRACERS:
3100 case CLOAK:
3101 who->statusmsg (format ("You unwear %s.", query_name (op)));
3102 change_abil (who, op);
3103 break;
3104
3105 case BOW:
3106 case WAND:
3107 case ROD:
3108 case HORN:
3109 if (player *pl = who->contr)
3110 {
3111 if (op == pl->ranged_ob)
3112 {
3113 pl->ranged_ob = 0;
3114 who->change_weapon (pl->combat_ob);
3115 }
3116
3117 who->statusmsg (format ("You unready %s.", query_name (op)));
3118 }
3119 else
3120 {
3121 who->change_skill (0);
3122
3123 if (op->type == BOW)
3124 CLEAR_FLAG (who, FLAG_READY_BOW);
3125 else
3126 CLEAR_FLAG (who, FLAG_READY_RANGE);
3127 }
3128
3129 break;
3130
3131 case BUILDER:
3132 if (who->contr)
3133 who->statusmsg (format ("You unready %s.", query_name (op)));
3134 break;
3135
3136 default:
3137 who->statusmsg (format ("You unapply %s.", query_name (op)));
3138 break;
3139 }
3140
3141 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3142 if (object *pl = op->visible_to ())
2980 esrv_send_item (who, op); 3143 esrv_send_item (pl, op);
2981 } 3144
2982 } 3145 who->update_stats ();
3146
2983 return 0; 3147 return 0;
2984} 3148}
2985 3149
2986/** 3150/**
2987 * Returns the object that is using location 'loc'. 3151 * Returns the object that is using location 'loc'.
2988 * Note that 'start' is the first object to start examing - we 3152 * 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 3153 * then go through the below of this. In this way, you can do
2990 * something like: 3154 * something like:
2991 * tmp = get_item_from_body_location(who->inv, 1); 3155 * tmp = get_next_item_from_body_location(who->inv, 1);
2992 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3156 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2993 * to find the second object that may use this location, etc. 3157 * to find the second object that may use this location, etc.
2994 * Returns NULL if no match is found. 3158 * Returns NULL if no match is found.
2995 * loc is the index into the array we are looking for a match. 3159 * loc is the index into the array we are looking for a match.
2996 * don't return invisible objects unless they are skill objects 3160 * don't return invisible objects unless they are skill objects
2997 * invisible other objects that use 3161 * invisible other objects that use
2998 * up body locations can be used as restrictions. 3162 * up body locations can be used as restrictions.
2999 */ 3163 */
3000object *get_item_from_body_location(object *start, int loc) 3164static object *
3165get_next_item_from_body_location (int loc, object *start)
3001{ 3166{
3002 object *tmp;
3003
3004 if (!start) return NULL;
3005
3006 for (tmp=start; tmp; tmp=tmp->below) 3167 for (object *tmp = start; tmp; tmp = tmp->below)
3007 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3168 if (tmp->flag [FLAG_APPLIED]
3008 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3169 && tmp->slot[loc].info
3170 && (!tmp->invisible || tmp->type == SKILL))
3171 return tmp;
3009 3172
3010 return NULL; 3173 return 0;
3011} 3174}
3012
3013
3014 3175
3015/** 3176/**
3016 * 'op' wants to apply an object, but can't because of other equipment. 3177 * 'op' wants to apply an object, but can't because of other equipment.
3017 * This should only be called when it is known 3178 * This should only be called when it is known
3018 * that there are objects to unapply. This makes pretty heavy 3179 * that there are objects to unapply. This makes pretty heavy
3021 * Returns 0 on success, returns 1 if there is some problem. 3182 * Returns 0 on success, returns 1 if there is some problem.
3022 * if aflags is AP_PRINT, we instead print out waht to unapply 3183 * 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 3184 * instead of doing it. This is a lot less code than having
3024 * another function that does just that. 3185 * another function that does just that.
3025 */ 3186 */
3187
3188#define CANNOT_REMOVE_CURSED \
3189 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3190 "Praying over an altar, scrolls of remove curse/damnation, " \
3191 "priests or even other players might help.>"
3192
3193static int
3026int unapply_for_ob(object *who, object *op, int aflags) 3194unapply_for_ob (object *who, object *op, int aflags)
3027{ 3195{
3028 int i; 3196 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) { 3197 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3036 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3198 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3199 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))) { 3200 {
3039 if (aflags & AP_PRINT) 3201 if (aflags & AP_PRINT)
3040 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3202 who->failmsg (query_name (tmp));
3041 else 3203 else
3042 unapply_special(who, tmp, aflags); 3204 unapply_special (who, tmp, aflags);
3043 } 3205 }
3044 else { 3206 else
3207 {
3045 /* In this case, we want to try and remove a cursed item. 3208 /* 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 3209 * While we know it won't work, we want unapply_special to
3047 * at least generate the message. 3210 * at least generate the message.
3048 */ 3211 */
3049 new_draw_info_format(NDI_UNIQUE, 0, who, 3212 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.", 3213 return 1;
3051 query_name(tmp)); 3214 }
3052 return 1;
3053 }
3054 3215
3055 }
3056 }
3057 }
3058
3059 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3216 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3217 {
3060 /* this used up a slot that we need to free */ 3218 /* this used up a slot that we need to free */
3061 if (op->body_info[i]) { 3219 if (op->slot[i].info)
3062 last = who->inv; 3220 {
3221 object *last = who->inv;
3063 3222
3064 /* We do a while loop - may need to remove several items in order 3223 /* We do a while loop - may need to remove several items in order
3065 * to free up enough slots. 3224 * to free up enough slots.
3066 */ 3225 */
3067 while ((who->body_used[i] + op->body_info[i]) < 0) { 3226 while ((who->slot[i].used + op->slot[i].info) < 0)
3068 tmp = get_item_from_body_location(last, i); 3227 {
3069 if (!tmp) { 3228 object *tmp = get_next_item_from_body_location (i, last);
3229
3230 if (!tmp)
3231 {
3070#if 0 3232#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 3233 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 3234 * equipped.
3073 */ 3235 */
3074 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3236 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 3237#endif
3077 return 1; 3238 return 1;
3078 } 3239 }
3240
3079 /* If we are just printing, we don't care about cursed status */ 3241 /* If we are just printing, we don't care about cursed status */
3080 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3242 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)))) { 3243 {
3082 if (aflags & AP_PRINT) 3244 if (aflags & AP_PRINT)
3083 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3245 who->failmsg (query_name (tmp));
3084 else 3246 else
3085 unapply_special(who, tmp, aflags); 3247 unapply_special (who, tmp, aflags);
3086 } 3248 }
3087 else { 3249 else
3250 {
3088 /* Cursed item that we can't unequip - tell the player. 3251 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 3252 * 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 3253 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 3254 * one cursed ring.)
3092 */ 3255 */
3093 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3256 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3094 } 3257 }
3095 last = tmp->below; 3258
3096 } 3259 last = tmp->below;
3260 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3261 /* 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. 3262 * return in the !tmp would have kicked in.
3099 */ 3263 */
3100 } /* if op is using this body location */ 3264 } /* if op is using this body location */
3101 } /* for body lcoations */ 3265 } /* for body lcoations */
3266
3102 return 0; 3267 return 0;
3103} 3268}
3104 3269
3105/** 3270/**
3106 * Checks to see if 'who' can apply object 'op'. 3271 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3272 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 3273 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 3274 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3275 * 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?) 3276 * is set, do we really care what the other flags may be?)
3112 * 3277 *
3113 * See include/define.h for detailed description of the meaning of 3278 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3279 * these return values.
3115 */ 3280 */
3281int
3116int can_apply_object(object *who, object *op) 3282can_apply_object (object *who, object *op)
3117{ 3283{
3284 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3285 return RESULT_INT (0);
3286
3118 int i, retval=0; 3287 int retval = 0;
3119 object *tmp=NULL, *ws=NULL; 3288 object *tmp = 0, *ws = 0;
3120 3289
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++) { 3290 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3137 if (op->body_info[i]) { 3291 {
3292 if (op->slot[i].info)
3293 {
3138 /* Item uses more slots than we have */ 3294 /* Item uses more slots than we have */
3139 if (FABS(op->body_info[i]) > who->body_info[i]) { 3295 if (who->slot[i].info + op->slot [i].info < 0)
3296 {
3140 /* Could return now for efficiently - rest of info below isn' 3297 /* Could return now for efficiency - rest of info below isn't
3141 * really needed. 3298 * really needed.
3142 */ 3299 */
3143 retval |= CAN_APPLY_NEVER; 3300 retval |= CAN_APPLY_NEVER;
3144 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3301 }
3302 else if (who->slot[i].used + op->slot[i].info < 0)
3303 {
3145 /* in this case, equipping this would use more free spots than 3304 /* in this case, equipping this would use more free spots than
3146 * we have. 3305 * we have.
3147 */ 3306 */
3148 object *tmp1;
3149 3307
3150
3151 /* if we have an applied weapon/shield, and unapply it would free 3308 /* 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 3309 * enough slots to equip the new item, then just set "can
3153 * continue. We don't care about the logic below - if you have 3310 * 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 3311 * shield equipped and try to equip another shield, there is only
3155 * one choice. However, the check for the number of body locations 3312 * one choice. However, the check for the number of body locations
3156 * does take into the account cases where what is being applied 3313 * does take into the account cases where what is being applied
3157 * may be two handed for example. 3314 * may be two handed for example.
3158 */ 3315 */
3159 if (ws) { 3316 if (ws)
3160 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3317 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3161 retval |= CAN_APPLY_UNAPPLY; 3318 {
3162 continue; 3319 retval |= CAN_APPLY_UNAPPLY;
3163 } 3320 continue;
3164 } 3321 }
3165 3322
3166 tmp1 = get_item_from_body_location(who->inv, i); 3323 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3167 if (!tmp1) { 3324 if (!tmp1)
3325 {
3168#if 0 3326#if 0
3169 /* This is sort of an error, but happens a lot when old players 3327 /* 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. 3328 * join in with more stuff equipped than they are now allowed.
3171 */ 3329 */
3172 LOG(llevError,"Can't find object using location %d on %s\n", 3330 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3173 i, who->name);
3174#endif 3331#endif
3175 retval |= CAN_APPLY_NEVER; 3332 retval |= CAN_APPLY_NEVER;
3176 } else { 3333 }
3334 else
3335 {
3177 /* need to unapply something. However, if this something 3336 /* need to unapply something. However, if this something
3178 * is different than we had found before, it means they need 3337 * is different than we had found before, it means they need
3179 * to apply multiple objects 3338 * to apply multiple objects
3180 */ 3339 */
3181 retval |= CAN_APPLY_UNAPPLY; 3340 retval |= CAN_APPLY_UNAPPLY;
3182 if (!tmp) tmp = tmp1; 3341
3183 else if (tmp != tmp1) { 3342 if (!tmp)
3184 retval |= CAN_APPLY_UNAPPLY_MULT; 3343 tmp = tmp1;
3185 } 3344 else if (tmp != tmp1)
3345 retval |= CAN_APPLY_UNAPPLY_MULT;
3346
3186 /* This object isn't using up all the slots, so there must 3347 /* 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 3348 * be another. If so, and it the new item doesn't need all
3188 * the slots, the player then has a choice. 3349 * the slots, the player then has a choice.
3189 */ 3350 */
3190 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3351 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3191 (FABS(op->body_info[i]) < who->body_info[i])) 3352 && abs (op->slot[i].info) < who->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3353 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3193 3354
3194 /* Does unequippint 'tmp1' free up enough slots for this to be 3355 /* Does unequippint 'tmp1' free up enough slots for this to be
3195 * equipped? If not, there must be something else to unapply. 3356 * equipped? If not, there must be something else to unapply.
3196 */ 3357 */
3197 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3358 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3198 retval |= CAN_APPLY_UNAPPLY_MULT; 3359 retval |= CAN_APPLY_UNAPPLY_MULT;
3199 3360 }
3200 } 3361 } /* if not enough free slots */
3201 } /* if not enough free slots */ 3362 } /* if this object uses location i */
3202 } /* if this object uses location i */
3203 } /* for i -> num_body_locations loop */ 3363 } /* for i -> num_body_locations loop */
3204 3364
3205 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3365 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3206 * really be controlled by use of body locations. We do have 3366 * really be controlled by use of body locations. We do have
3207 * the weapon/shield checks, and the range checks for monsters, 3367 * the weapon/shield checks, and the range checks for monsters,
3208 * because you can't control those just by body location - bows, shields, 3368 * 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 3369 * and weapons all use the same slot. Similar for horn/rod/wand - they
3210 * all use the same location. 3370 * all use the same location.
3211 */ 3371 */
3212 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3372 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; 3373 retval |= CAN_APPLY_RESTRICTION;
3374
3224 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3375 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3225 retval |= CAN_APPLY_RESTRICTION; 3376 retval |= CAN_APPLY_RESTRICTION;
3226 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3377
3378 if (who->type != PLAYER)
3379 {
3380 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3227 retval |= CAN_APPLY_RESTRICTION; 3381 retval |= CAN_APPLY_RESTRICTION;
3382
3383 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3384 retval |= CAN_APPLY_RESTRICTION;
3385
3386 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3387 retval |= CAN_APPLY_RESTRICTION;
3388
3389 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3390 retval |= CAN_APPLY_RESTRICTION;
3228 } 3391 }
3392
3229 return retval; 3393 return retval;
3230} 3394}
3231
3232
3233 3395
3234/** 3396/**
3235 * who is the object using the object. It can be a monster. 3397 * 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, 3398 * 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 3399 * eg, one which you put on and keep on for a while, and not something
3246 * AP_UNAPPLY=always unapply). 3408 * AP_UNAPPLY=always unapply).
3247 * 3409 *
3248 * Optional flags: 3410 * Optional flags:
3249 * AP_NO_MERGE: don't merge an unapplied object with other objects 3411 * AP_NO_MERGE: don't merge an unapplied object with other objects
3250 * AP_IGNORE_CURSE: unapply cursed items 3412 * AP_IGNORE_CURSE: unapply cursed items
3413 * AP_NO_READY: do not ready skills when applying skill tools
3251 * 3414 *
3252 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3415 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3253 * 3416 *
3254 * apply_special() doesn't check for unpaid items. 3417 * apply_special() doesn't check for unpaid items.
3255 */ 3418 */
3419
3420#define LACK_ITEM_POWER \
3421 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3422
3423int
3256int apply_special (object *who, object *op, int aflags) 3424apply_special (object *who, object *op, int aflags)
3257{ 3425{
3258 int basic_flag = aflags & AP_BASIC_FLAGS; 3426 int basic_flag = aflags & AP_BASIC_FLAGS;
3259 object *tmp, *tmp2, *skop=NULL; 3427 object *tmp, *tmp2, *skop = NULL;
3260 int i;
3261 3428
3262 if(who==NULL) { 3429 if (who == NULL)
3430 {
3263 LOG(llevError,"apply_special() from object without environment.\n"); 3431 LOG (llevError, "apply_special() from object without environment.\n");
3264 return 1; 3432 return 1;
3265 } 3433 }
3266 3434
3267 if(op->env!=who) 3435 if (op->env != who)
3268 return 1; /* op is not in inventory */ 3436 return 1; /* op is not in inventory */
3269 3437
3270 /* trying to unequip op */ 3438 /* trying to unequip op */
3271 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3439 if (QUERY_FLAG (op, FLAG_APPLIED))
3440 {
3272 /* always apply, so no reason to unapply */ 3441 /* always apply, so no reason to unapply */
3273 if (basic_flag == AP_APPLY) return 0; 3442 if (basic_flag == AP_APPLY)
3443 return 0;
3274 3444
3275 if ( ! (aflags & AP_IGNORE_CURSE) 3445 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))) { 3446 {
3277 new_draw_info_format(NDI_UNIQUE, 0, who, 3447 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; 3448 return 1;
3281 } 3449 }
3450
3282 return unapply_special(who, op, aflags); 3451 return unapply_special (who, op, aflags);
3452 }
3453 else if (basic_flag == AP_UNAPPLY)
3454 return 0;
3455
3456 // if the item is combat/ranged, wield the relevant slot first
3457 // to resolve conflicts.
3458 if (player *pl = who->contr)
3459 switch (op->slottype ())
3460 {
3461 case slot_combat: who->change_weapon (pl->combat_ob); break;
3462 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3283 } 3463 }
3284 3464
3285 if (basic_flag == AP_UNAPPLY) return 0; 3465 splay (op);
3286 3466
3287 i = can_apply_object(who, op);
3288
3289 /* Can't just apply this object. Lets see what not and what to do */ 3467 /* Can't just apply this object. Lets see what not and what to do */
3290 if (i) { 3468 if (int i = can_apply_object (who, op))
3469 {
3291 if (i & CAN_APPLY_NEVER) { 3470 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)); 3471 {
3472 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; 3473 return 1;
3474 }
3294 } else if (i & CAN_APPLY_RESTRICTION) { 3475 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)); 3476 {
3477 who->failmsg (format (
3478 "You have a prohibition against using a %s. "
3479 "H<Your belief, profession or class prevents you from applying this item.>",
3480 query_name (op)
3481 ));
3296 return 1; 3482 return 1;
3297 } 3483 }
3484
3298 if (who->type != PLAYER) { 3485 if (who->type != PLAYER)
3486 {
3299 /* Some error, so don't try to equip something more */ 3487 /* Some error, so don't try to equip something more */
3300 if (unapply_for_ob(who, op, aflags)) return 1; 3488 if (unapply_for_ob (who, op, aflags))
3301 } else { 3489 return 1;
3302 if (who->contr->unapply == unapply_never || 3490 }
3303 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3491 else
3304 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3492 {
3493 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3494 {
3495 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3305 unapply_for_ob(who, op, AP_PRINT); 3496 unapply_for_ob (who, op, AP_PRINT);
3306 return 1; 3497 return 1;
3307 } 3498 }
3308 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3499 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3309 i = unapply_for_ob(who, op, aflags); 3500 if (unapply_for_ob (who, op, aflags))
3310 if (i) return 1; 3501 return 1;
3502 }
3311 } 3503 }
3312 } 3504
3313 }
3314 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3505 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3506 {
3315 skop=find_skill_by_name(who, op->skill); 3507 skop = find_skill_by_name (who, op->skill);
3316 if (!skop) { 3508
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3509 if (!skop)
3510 {
3511 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3318 return 1; 3512 return 1;
3319 } else { 3513 }
3514 else
3320 /* While experience will be credited properly, we want to change the 3515 /* While experience will be credited properly, we want to change the
3321 * skill so that the dam and wc get updated 3516 * skill so that the dam and wc get updated
3322 */ 3517 */
3323 change_skill(who, skop, 0); 3518 who->change_skill (skop);
3324 } 3519 }
3520
3521 if (!check_item_power (who, op->item_power))
3325 } 3522 {
3326 3523 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3327 if (who->type == PLAYER && op->item_power && 3524 return 1;
3328 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3329 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3330 return 1;
3331 } 3525 }
3332
3333 3526
3334 /* Ok. We are now at the state where we can apply the new object. 3527 /* 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_... 3528 * Note that we don't have the checks for can_use_...
3336 * below - that is already taken care of by can_apply_object. 3529 * below - that is already taken care of by can_apply_object.
3337 */ 3530 */
3338 3531 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3339 3532
3340 if(op->nrof > 1) 3533 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); 3534 return RESULT_INT (0);
3342 else
3343 tmp = NULL;
3344 3535
3345 switch(op->type) { 3536 switch (op->type)
3537 {
3346 case WEAPON: 3538 case WEAPON:
3347 if (!check_weapon_power(who, op->last_eat)) { 3539 //TODO: this obviously fails for players using a shorter prefix
3348 new_draw_info(NDI_UNIQUE, 0,who, 3540 // i.e. "R" can use Ragnarok's sword.
3349 "That weapon is too powerful for you to use."); 3541 if (op->level && !op->name.starts_with (who->name))
3350 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3542 {
3351 if(tmp!=NULL)
3352 (void) insert_ob_in_ob(tmp,who);
3353 return 1;
3354 }
3355 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3356 /* if the weapon does not have the name as the character, can't use it. */ 3543 /* 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) */ 3544 /* (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."); 3545 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 3546
3365 if (skop) change_skill(who, skop, 1); 3547 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); 3548 insert_ob_in_ob (tmp, who);
3409 3549
3410 /* Remove the old lantern */ 3550 return 1;
3411 if (who->type == PLAYER) 3551 }
3412 esrv_del_item(who->contr, (tag_t)op->count);
3413 remove_ob(op);
3414 free_object(op);
3415 3552
3416 /* insert the portion that was split off */ 3553 if (!skop)
3417 if(tmp!=NULL) { 3554 {
3418 (void) insert_ob_in_ob(tmp,who); 3555 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3419 if(who->type==PLAYER) 3556 return 1;
3420 esrv_send_item(who, tmp); 3557 }
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 3558
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); 3559 SET_FLAG (op, FLAG_APPLIED);
3456 (void) change_abil (who, op); 3560 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 3561
3486 if(who->type==PLAYER) { 3562 if (who->contr)
3487 if (op->type == BOW) { 3563 who->change_weapon (who->contr->combat_ob = op);
3488 (void)change_abil(who, op); 3564
3489 new_draw_info_format (NDI_UNIQUE, 0, who, 3565 who->statusmsg (format ("You wield %s.", query_name (op)));
3490 "You will now fire %s with %s.", 3566
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); 3567 SET_FLAG (who, FLAG_READY_WEAPON);
3501 } 3568 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; 3569 break;
3511 3570
3512 default: 3571 case ARMOUR:
3513 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3572 case HELMET:
3514 } /* end of switch op->type */ 3573 case SHIELD:
3574 case BOOTS:
3575 case GLOVES:
3576 case GIRDLE:
3577 case BRACERS:
3578 case CLOAK:
3579 case RING:
3580 case AMULET:
3581 SET_FLAG (op, FLAG_APPLIED);
3582 who->statusmsg (format ("You wear %s.", query_name (op)));
3583 change_abil (who, op);
3584 break;
3515 3585
3586 case SKILL_TOOL:
3587 // applying a skill tool also readies the skill
3588 SET_FLAG (op, FLAG_APPLIED);
3589
3590 if (!(aflags & AP_NO_READY))
3591 {
3592 skop = find_skill_by_name (who, op->skill);
3593 if (!skop->flag [FLAG_APPLIED])
3594 apply_special (who, skop, AP_APPLY);
3595 }
3596 break;
3597
3598 case SKILL:
3599 if (player *pl = who->contr)
3600 {
3601 if (IS_COMBAT_SKILL (op->subtype))
3602 {
3603 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3604 {
3605 for (object *item = who->inv; item; item = item->below)
3606 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3607 {
3608 if (item->skill == op->skill)
3609 {
3610 who->change_weapon (pl->combat_ob = item);
3611 goto found_weapon;
3612 }
3613 }
3614
3615 who->failmsg (format (
3616 "You need to apply a '%s' melee weapon before readying this skill. "
3617 "H<Some skills need an item, in this case a melee weapon, to function.>",
3618 &op->skill
3619 ));
3620 return 1;
3621
3622 found_weapon:;
3623 }
3624 else
3625 who->change_weapon (pl->combat_ob = op);
3626 }
3627 else if (IS_RANGED_SKILL (op->subtype))
3628 {
3629 if (skill_flags [op->subtype] & SF_NEED_BOW)
3630 {
3631 for (object *item = who->inv; item; item = item->below)
3632 if (item->type == BOW && item->flag [FLAG_APPLIED])
3633 {
3634 //TODO: bows should/must all have skill missile weapon right now
3635 who->change_weapon (pl->ranged_ob = item);
3636 goto found_bow;
3637 }
3638
3639 who->failmsg (
3640 "You need to apply a missile weapon before readying this skill. "
3641 "H<Some skills need an item, in this case a missile weapon, to function.>"
3642 );
3643 return 1;
3644
3645 found_bow:;
3646 }
3647 else
3648 who->change_weapon (pl->ranged_ob = op);
3649 }
3650
3651 if (!op->invisible)
3652 {
3653 who->statusmsg (format (
3654 "You ready %s."
3655 "You can now use the skill: %s.",
3656 query_name (op),
3657 &op->skill
3658 ));
3659 }
3660 else
3661 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3662 }
3663 else
3664 {
3665 SET_FLAG (op, FLAG_APPLIED);
3666 change_abil (who, op);
3667 who->chosen_skill = op;
3668 SET_FLAG (who, FLAG_READY_SKILL);
3669 }
3670
3671 break;
3672
3673 case BOW:
3674 if (op->level && !op->name.starts_with (who->name))
3675 {
3676 who->failmsg ("The weapon does not recognize you as its owner. "
3677 "H<Its name indicates that it belongs to somebody else.>");
3678 if (tmp)
3679 insert_ob_in_ob (tmp, who);
3680
3681 return 1;
3682 }
3683
3684 /*FALLTHROUGH*/
3685 case WAND:
3686 case ROD:
3687 case HORN:
3688 /* check for skill, alter player status */
3689
3690 if (!skop)
3691 {
3692 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3693 return 1;
3694 }
3695
3696 SET_FLAG (op, FLAG_APPLIED);
3697 who->change_skill (skop);
3698
3699 if (who->contr)
3700 {
3701 who->contr->ranged_ob = op;
3702
3703 who->statusmsg (format ("You ready %s.", query_name (op)));
3704
3705 if (op->type == BOW)
3706 {
3707 who->current_weapon = op;
3708 change_abil (who, op);
3709 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3710 }
3711 }
3712 else
3713 {
3714 if (op->type == BOW)
3715 SET_FLAG (who, FLAG_READY_BOW);
3716 else
3717 SET_FLAG (who, FLAG_READY_RANGE);
3718 }
3719
3720 break;
3721
3722 case BUILDER:
3723 if (who->type == PLAYER)
3724 {
3725 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3726 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3727 unapply_special (who, who->contr->ranged_ob, 0);
3728
3729 who->statusmsg (format ("You ready your %s.", query_name (op)));
3730
3731 who->contr->ranged_ob = op;
3732 }
3733 break;
3734
3735 default:
3736 who->statusmsg (format ("You apply %s.", query_name (op)));
3737 }
3738
3516 SET_FLAG(op, FLAG_APPLIED); 3739 SET_FLAG (op, FLAG_APPLIED);
3517 3740
3518 if(tmp!=NULL) 3741 if (tmp)
3519 tmp = insert_ob_in_ob(tmp,who); 3742 who->insert (tmp);
3520 3743
3521 fix_player(who); 3744 who->update_stats ();
3522 3745
3523 /* We exclude spell casting objects. The fire code will set the 3746 /* We exclude spell casting objects. The fire code will set the
3524 * been applied flag when they are used - until that point, 3747 * been applied flag when they are used - until that point,
3525 * you don't know anything about them. 3748 * you don't know anything about them.
3526 */ 3749 */
3527 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3750 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3528 op->type!=ROD)
3529 SET_FLAG(op,FLAG_BEEN_APPLIED); 3751 SET_FLAG (op, FLAG_BEEN_APPLIED);
3530 3752
3531 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3753 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) { 3754 if (who->type == PLAYER)
3538 /* if multiple objects were applied, update both slots */ 3755 {
3539 if (tmp) 3756 who->failmsg (
3540 esrv_send_item(who, tmp); 3757 "Oops, it feels deadly cold! "
3541 esrv_send_item(who, op); 3758 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3759 );
3760 SET_FLAG (op, FLAG_KNOWN_CURSED);
3542 } 3761 }
3762
3763 if (object *pl = op->visible_to ())
3764 esrv_send_item (pl, op);
3765
3543 return 0; 3766 return 0;
3544} 3767}
3545 3768
3546 3769static int
3547int monster_apply_special (object *who, object *op, int aflags) 3770monster_apply_special (object *who, object *op, int aflags)
3548{ 3771{
3549 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3772 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3550 return 1; 3773 return 1;
3774
3551 return apply_special (who, op, aflags); 3775 return apply_special (who, op, aflags);
3552} 3776}
3553 3777
3554/** 3778/**
3555 * Map was just loaded, handle op's initialisation. 3779 * Map was just loaded, handle op's initialisation.
3556 * 3780 *
3557 * Generates shop floor's item, and treasures. 3781 * Generates shop floor's item, and treasures.
3558 */ 3782 */
3783int
3559int auto_apply (object *op) { 3784auto_apply (object *op)
3785{
3560 object *tmp = NULL, *tmp2; 3786 object *tmp = NULL, *tmp2;
3561 int i; 3787 int i;
3562 3788
3563 switch(op->type) {
3564 case SHOP_FLOOR:
3565 if (!HAS_RANDOM_ITEMS(op)) return 0;
3566 do {
3567 i=10; /* let's give it 10 tries */
3568 while((tmp=generate_treasure(op->randomitems,
3569 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3570 if(tmp==NULL)
3571 return 0;
3572 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3573 free_object(tmp);
3574 tmp = NULL;
3575 }
3576 } while(!tmp);
3577 tmp->x=op->x;
3578 tmp->y=op->y;
3579 SET_FLAG(tmp,FLAG_UNPAID);
3580 insert_ob_in_map(tmp,op->map,NULL,0);
3581 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3789 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3790
3791 switch (op->type)
3792 {
3793 case SHOP_FLOOR:
3794 if (!op->has_random_items ())
3795 return 0;
3796
3797 do
3798 {
3799 i = 10; /* let's give it 10 tries */
3800 while ((tmp = generate_treasure (op->randomitems,
3801 op->stats.exp
3802 ? (int) op->stats.exp
3803 : max (op->map->difficulty, 5)))
3804 == NULL && --i);
3805
3806 if (tmp == NULL)
3807 return 0;
3808
3809 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3810 {
3811 tmp->destroy ();
3812 tmp = NULL;
3813 }
3814 }
3815 while (!tmp);
3816
3817 tmp->x = op->x;
3818 tmp->y = op->y;
3819 SET_FLAG (tmp, FLAG_UNPAID);
3820 insert_ob_in_map (tmp, op->map, NULL, 0);
3582 identify(tmp); 3821 identify (tmp);
3583 break; 3822 break;
3584 3823
3585 case TREASURE: 3824 case TREASURE:
3586 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3825 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3587 return 0; 3826 return 0;
3827
3588 while ((op->stats.hp--)>0) 3828 while (op->stats.hp-- > 0)
3589 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3829 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3590 op->stats.exp ? (int)op->stats.exp : 3830 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 3831
3593 /* If we generated an object and put it in this object inventory, 3832 /* 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 3833 * move it to the parent object as the current object is about
3595 * to disappear. An example of this item is the random_* stuff 3834 * to disappear. An example of this item is the random_* stuff
3596 * that is put inside other objects. 3835 * that is put inside other objects.
3597 */ 3836 */
3598 for (tmp=op->inv; tmp; tmp=tmp2) { 3837 if (op->env)
3599 tmp2 = tmp->below; 3838 while (op->inv)
3600 remove_ob(tmp); 3839 op->env->insert (op->inv);
3601 if (op->env) insert_ob_in_ob(tmp, op->env); 3840
3602 else free_object(tmp); 3841 op->destroy ();
3842 break;
3603 } 3843 }
3604 remove_ob(op);
3605 free_object(op);
3606 break;
3607 }
3608 return tmp ? 1 : 0;
3609}
3610 3844
3845 return !!tmp;
3846}
3847
3611/** 3848/**
3612 * fix_auto_apply goes through the entire map (only the first time 3849 * fix_auto_apply goes through the entire map every time a map
3613 * when an original map is loaded) and performs special actions for 3850 * is loaded or swapped in and performs special actions for
3614 * certain objects (most initialization of chests and creation of 3851 * certain objects (most initialization of chests and creation of
3615 * treasures and stuff). Calls auto_apply if appropriate. 3852 * treasures and stuff). Calls auto_apply if appropriate.
3616 */ 3853 */
3854void
3855maptile::fix_auto_apply ()
3856{
3857 if (!spaces)
3858 return;
3617 3859
3618void fix_auto_apply(mapstruct *m) { 3860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3619 object *tmp,*above=NULL; 3861 for (object *tmp = ms->bot; tmp; )
3620 int x,y; 3862 {
3863 object *above = tmp->above;
3621 3864
3622 if(m==NULL) return; 3865 if (tmp->inv)
3623 3866 {
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; 3867 object *invtmp, *invnext;
3631 3868
3632 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3869 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3633 invnext = invtmp->below; 3870 {
3871 invnext = invtmp->below;
3634 3872
3635 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3873 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3636 auto_apply(invtmp); 3874 auto_apply (invtmp);
3637 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3875 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3638 while ((invtmp->stats.hp--)>0) 3876 {
3639 create_treasure(invtmp->randomitems, invtmp, 0, 3877 while (invtmp->stats.hp-- > 0)
3640 m->difficulty,0); 3878 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3641 invtmp->randomitems = NULL; 3879
3642 } 3880 invtmp->randomitems = NULL;
3643 else if (invtmp && invtmp->arch && 3881 }
3644 invtmp->type!=TREASURE && 3882 else if (invtmp && invtmp->arch
3645 invtmp->type != SPELL && 3883 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3646 invtmp->type != CLASS && 3884 {
3647 HAS_RANDOM_ITEMS(invtmp)) { 3885 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3648 create_treasure(invtmp->randomitems, invtmp, 0,
3649 m->difficulty,0);
3650 /* Need to clear this so that we never try to create 3886 /* Need to clear this so that we never try to create
3651 * treasure again for this object 3887 * treasure again for this object
3652 */ 3888 */
3653 invtmp->randomitems = NULL; 3889 invtmp->randomitems = NULL;
3654 } 3890 }
3655 } 3891 }
3656 /* This is really temporary - the code at the bottom will 3892 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches 3893 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells 3894 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet. 3895 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13 3896 * MSW 2004-05-13
3661 * 3897 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too, 3898 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_- 3899 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16 3900 * Ryo 2004-08-16
3665 */ 3901 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3902 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3903 || 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; 3904 tmp->randomitems = NULL;
3670 3905
3671 } 3906 }
3672 3907
3673 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3908 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3674 auto_apply(tmp); 3909 auto_apply (tmp);
3675 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3910 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3911 {
3676 while ((tmp->stats.hp--)>0) 3912 while ((tmp->stats.hp--) > 0)
3677 create_treasure(tmp->randomitems, tmp, 0, 3913 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 m->difficulty,0);
3679 tmp->randomitems = NULL; 3914 tmp->randomitems = NULL;
3680 } 3915 }
3681 else if(tmp->type==TIMED_GATE) { 3916 else if (tmp->type == TIMED_GATE)
3917 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp; 3918 object *head = tmp->head != NULL ? tmp->head : tmp;
3919
3683 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3920 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3684 tmp->speed = 0; 3921 tmp->set_speed (0);
3685 update_ob_speed(tmp); 3922 }
3686 }
3687 }
3688 /* This function can be called everytime a map is loaded, even when 3923 /* 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 3924 * 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 3925 * 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. 3926 * 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 3927 * This is a problem for the above objects, because they have counters
3693 * which say how many times to make the treasure. 3928 * which say how many times to make the treasure.
3694 */ 3929 */
3695 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3930 else if (tmp && tmp->arch && tmp->type != PLAYER
3696 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3931 && tmp->type != TREASURE && tmp->type != SPELL
3697 HAS_RANDOM_ITEMS(tmp)) { 3932 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3933 {
3698 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3934 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3699 m->difficulty,0);
3700 tmp->randomitems = NULL; 3935 tmp->randomitems = NULL;
3701 } 3936 }
3937
3938 // close all containers
3939 else if (tmp->type == CONTAINER)
3940 tmp->flag [FLAG_APPLIED] = 0;
3941
3942 tmp = above;
3702 } 3943 }
3703 3944
3704 for(x=0;x<MAP_WIDTH(m);x++) 3945 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3705 for(y=0;y<MAP_HEIGHT(m);y++) 3946 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)) 3947 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3709 check_trigger (tmp, tmp->above); 3948 check_trigger (tmp, tmp->above, tmp->above);
3710} 3949}
3711 3950
3712/** 3951/**
3713 * Handles player eating food that temporarily changes status (resistances, stats). 3952 * Handles player eating food that temporarily changes status (resistances, stats).
3714 * This used to call cast_change_attr(), but 3953 * This used to call cast_change_attr(), but
3715 * that doesn't work with the new spell code. Since we know what 3954 * 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. 3955 * the food changes, just grab a force and use that instead.
3717 */ 3956 */
3718 3957void
3719void eat_special_food(object *who, object *food) { 3958eat_special_food (object *who, object *food)
3959{
3720 object *force; 3960 object *force;
3721 int i, did_one=0; 3961 int i, did_one = 0;
3722 sint8 k;
3723 3962
3724 force = get_archetype(FORCE_NAME); 3963 char buf[64];
3964 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3965 shstr key (buf);
3725 3966
3967 /* bigger morsel of food = longer effect time */
3968 int duration = TIME2TICK (food->stats.food);
3969
3970 if (force = who->force_find (key))
3971 {
3972 if (duration > abs (force->speed_left / force->speed))
3973 {
3974 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3975 force->force_set_timer (duration);
3976 }
3977 else
3978 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3979
3980 return;
3981 }
3982 else
3983 {
3984 force = who->force_add (key, duration);
3985 force->name = key;
3986
3987 /* check if the food affects a stat */
3726 for (i=0; i < NUM_STATS; i++) { 3988 for (i = 0; i < NUM_STATS; i++)
3727 k = get_attr_value(&food->stats, i); 3989 if (sint8 k = food->stats.stat (i))
3728 if (k) { 3990 {
3729 set_attr_value(&force->stats, i, k); 3991 force->stats.stat (i) = k;
3730 did_one = 1; 3992 did_one = 1;
3731 } 3993 }
3732 }
3733 3994
3734 /* check if we can protect the eater */ 3995 /* check if we can protect the eater */
3735 for (i=0; i<NROFATTACKS; i++) { 3996 for (i = 0; i < NROFATTACKS; i++)
3736 if (food->resist[i]>0) {
3737 force->resist[i] = food->resist[i] / 2;
3738 did_one = 1;
3739 }
3740 }
3741 if (did_one) {
3742 force->speed = 0.1;
3743 update_ob_speed(force);
3744 /* bigger morsel of food = longer effect time */
3745 force->stats.food = food->stats.food / 5;
3746 SET_FLAG(force, FLAG_IS_USED_UP);
3747 SET_FLAG(force, FLAG_APPLIED);
3748 change_abil(who, force);
3749 insert_ob_in_ob(force, who);
3750 } else {
3751 free_object(force);
3752 }
3753
3754 /* check for hp, sp change */
3755 if(food->stats.hp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 strcpy(who->contr->killer,food->name);
3758 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3759 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3760 } else {
3761 if(food->stats.hp>0)
3762 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3763 else
3764 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3765 who->stats.hp += food->stats.hp;
3766 }
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 }
3778 }
3779 fix_player(who);
3780}
3781
3782
3783/**
3784 * Designed primarily to light torches/lanterns/etc.
3785 * Also burns up burnable material too. First object in the inventory is
3786 * the selected object to "burn". -b.t.
3787 */
3788
3789void apply_lighter(object *who, object *lighter) {
3790 object *item;
3791 int is_player_env=0;
3792 uint32 nrof;
3793 tag_t count;
3794 char item_name[MAX_BUF];
3795
3796 item=find_marked_object(who);
3797 if(item) {
3798 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3799 /* Split multiple lighters if they're being used up. Otherwise *
3800 * one charge from each would be used up. --DAMN */
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--;
3807 esrv_send_item(who, lighter);
3808 oneLighter=insert_ob_in_ob(oneLighter, who);
3809 esrv_send_item(who, oneLighter);
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 } 3997 {
3820 /* Perhaps we should split what we are trying to light on fire? 3998 if (food->resist[i] > 0)
3821 * I can't see many times when you would want to light multiple
3822 * objects at once.
3823 */
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
3833 save_throw_object(item,AT_FIRE,who);
3834 /* Change to check count and not freed, since the object pointer
3835 * may have gotten recycled
3836 */
3837 if ((nrof != item->nrof ) || (count != item->count)) {
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
3841 * gets changed.
3842 */
3843 if (is_player_env) fix_player(who);
3844 } else {
3845 new_draw_info_format(NDI_UNIQUE, 0,who,
3846 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3847 }
3848
3849 } else /* nothing to light */
3850 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3851
3852}
3853
3854/**
3855 * op made some mistake with a scroll, this takes care of punishment.
3856 * scroll_failure()- hacked directly from spell_failure
3857 */
3858void scroll_failure(object *op, int failure, int power)
3859{
3860 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3861
3862 if(failure<= -1&&failure > -15) {/* wonder */
3863 object *tmp;
3864
3865 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3866 tmp=get_archetype(SPELL_WONDER);
3867 cast_wonder(op, op, 0, tmp);
3868 free_object(tmp);
3869 } else if (failure <= -15&&failure > -35) {/* drain mana */
3870 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3871 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3872 if(op->stats.sp<0) op->stats.sp = 0;
3873 } else if (settings.spell_failure_effects == TRUE) {
3874 if (failure <= -35&&failure > -60) { /* confusion */
3875 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3876 confuse_player(op,op,power);
3877 } else if (failure <= -60&&failure> -70) {/* paralysis */
3878 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3879 "you!");
3880 paralyze_player(op,op,power);
3881 } else if (failure <= -70&&failure> -80) {/* blind */
3882 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3883 blind_player(op,op,power);
3884 } else if (failure <= -80) {/* blast the immediate area */
3885 object *tmp;
3886 tmp=get_archetype(LOOSE_MANA);
3887 cast_magic_storm(op,tmp, power);
3888 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3889 free_object(tmp);
3890 }
3891 }
3892}
3893
3894void apply_changes_to_player(object *pl, object *change) {
3895 int excess_stat=0; /* if the stat goes over the maximum
3896 for the race, put the excess stat some
3897 where else. */
3898
3899 switch (change->type) {
3900 case CLASS: {
3901 living *stats = &(pl->contr->orig_stats);
3902 living *ns = &(change->stats);
3903 object *walk;
3904 int flag_change_face=1;
3905
3906 /* the following code assigns stats up to the stat max
3907 * for the race, and if the stat max is exceeded,
3908 * tries to randomly reassign the excess stat
3909 */
3910 int i,j;
3911 for(i=0;i<NUM_STATS;i++) {
3912 sint8 stat=get_attr_value(stats,i);
3913 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3914 stat += get_attr_value(ns,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
3922 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3923 int i = rndm(0, 6);
3924 int stat=get_attr_value(stats,i);
3925 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3926 if(i==CHA) continue; /* exclude cha from this */
3927 if( stat < 20 + race_bonus) {
3928 change_attr_value(stats,i,1);
3929 excess_stat--;
3930 }
3931 }
3932
3933 /* insert the randomitems from the change's treasurelist into
3934 * the player ref: player.c
3935 */
3936 if(change->randomitems!=NULL)
3937 give_initial_items(pl,change->randomitems);
3938
3939
3940 /* set up the face, for some races. */
3941
3942 /* first, look for the force object banning
3943 * changing the face. Certain races never change face with class.
3944 */
3945 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3946 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3947
3948 if(flag_change_face) {
3949 pl->animation_id = GET_ANIM_ID(change);
3950 pl->face = change->face;
3951
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 */
3959 /*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);
3961
3962 break;
3963 }
3964 }
3965}
3966
3967/**
3968 * This handles items of type 'transformer'.
3969 * Basically those items, used with a marked item, transform both items into something
3970 * else.
3971 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3972 * Change information is contained in the 'slaying' field of the marked item.
3973 * The format is as follow: transformer:[number ]yield[;transformer:...].
3974 * 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.
3976 */
3977void apply_item_transformer( object* pl, object* transformer )
3978 {
3979 object* marked;
3980 object* new_item;
3981 char* find;
3982 char* separator;
3983 int yield;
3984 char got[ MAX_BUF ];
3985 int len;
3986
3987 if ( !pl || !transformer )
3988 return;
3989 marked = find_marked_object( pl );
3990 if ( !marked )
3991 {
3992 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3993 return;
3994 }
3995 if ( !marked->slaying )
3996 {
3997 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3998 return;
3999 }
4000 /* check whether they are compatible or not */
4001 find = strstr( marked->slaying, transformer->arch->name );
4002 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4003 {
4004 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4005 return;
4006 }
4007 find += strlen( transformer->arch->name ) + 1;
4008 /* Item can be used, now find how many and what it yields */
4009 if ( isdigit( *( find ) ) )
4010 {
4011 yield = atoi( find );
4012 if ( yield < 1 )
4013 { 3999 {
4014 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4000 force->resist[i] = food->resist[i];
4015 yield = 1; 4001 did_one = 1;
4016 } 4002 }
4017 } 4003 }
4018 else
4019 yield = 1;
4020 4004
4021 while ( isdigit( *find ) ) 4005 if (did_one)
4022 find++;
4023 while ( *find == ' ' )
4024 find++;
4025 memset( got, 0, MAX_BUF );
4026 if ( (separator = strchr( find, ';' ))!=NULL)
4027 {
4028 len = separator - find;
4029 } 4006 {
4030 else 4007 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4008
4009 /* make the force take effect and report effects to user */
4010 change_abil (who, force);
4031 { 4011 }
4032 len = strlen(find); 4012 else
4013 force->destroy ();
4014 }
4015
4016 /* check for hp, sp change */
4017 if (food->stats.hp != 0)
4018 {
4019 if (QUERY_FLAG (food, FLAG_CURSED))
4033 } 4020 {
4034 if ( len > MAX_BUF-1) 4021 who->contr->killer = food;
4035 len = MAX_BUF-1; 4022 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4036 strcpy( got, find ); 4023 who->failmsg ("Eck!...that was poisonous!");
4037 got[len] = '\0';
4038
4039 /* Now create new item, remove used ones when required. */
4040 new_item = get_archetype( got );
4041 if ( !new_item )
4042 { 4024 }
4043 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4025 else
4044 return;
4045 } 4026 {
4046 new_item->nrof = yield; 4027 if (food->stats.hp > 0)
4047 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4028 who->statusmsg ("You begin to feel better.");
4048 insert_ob_in_ob( new_item, pl ); 4029 else
4049 esrv_send_inventory( pl, pl ); 4030 who->failmsg ("Eck!...that was poisonous!");
4050 /* Eat up one item */ 4031
4051 decrease_ob_nr( marked, 1 ); 4032 who->stats.hp += food->stats.hp;
4052 /* Eat one transformer if needed */ 4033 }
4053 if ( transformer->stats.food ) 4034 }
4054 if ( --transformer->stats.food == 0 ) 4035
4055 decrease_ob_nr( transformer, 1 ); 4036 if (food->stats.sp != 0)
4056 } 4037 {
4038 if (QUERY_FLAG (food, FLAG_CURSED))
4039 {
4040 who->failmsg ("You are drained of mana!");
4041 who->stats.sp -= food->stats.sp;
4042 if (who->stats.sp < 0)
4043 who->stats.sp = 0;
4044 }
4045 else
4046 {
4047 who->statusmsg ("You feel a rush of magical energy!");
4048 who->stats.sp += food->stats.sp;
4049 /* place limit on max sp from food? */
4050 }
4051 }
4052
4053 who->update_stats ();
4054}
4055
4056void
4057apply_changes_to_player (object *pl, object *change)
4058{
4059 int excess_stat = 0; /* if the stat goes over the maximum
4060 for the race, put the excess stat some
4061 where else. */
4062
4063 switch (change->type)
4064 {
4065 case CLASS:
4066 {
4067 living *stats = &(pl->contr->orig_stats);
4068 living *ns = &(change->stats);
4069 object *walk;
4070 int flag_change_face = 1;
4071
4072 /* the following code assigns stats up to the stat max
4073 * for the race, and if the stat max is exceeded,
4074 * tries to randomly reassign the excess stat
4075 */
4076 int i, j;
4077
4078 for (i = 0; i < NUM_STATS; i++)
4079 {
4080 int race_bonus = pl->arch->stats.stat (i);
4081 sint8 stat = stats->stat (i) + ns->stat (i);
4082
4083 if (stat > 20 + race_bonus)
4084 {
4085 excess_stat++;
4086 stat = 20 + race_bonus;
4087 }
4088
4089 stats->stat (i) = stat;
4090 }
4091
4092 for (j = 0; excess_stat > 0 && j < 100; j++)
4093 { /* try 100 times to assign excess stats */
4094 int i = rndm (0, 6);
4095
4096 if (i == CHA)
4097 continue; /* exclude cha from this */
4098
4099 int stat = stats->stat (i);
4100 int race_bonus = pl->arch->stats.stat (i);
4101 if (stat < 20 + race_bonus)
4102 {
4103 change_attr_value (stats, i, 1);
4104 excess_stat--;
4105 }
4106 }
4107
4108 /* insert the randomitems from the change's treasurelist into
4109 * the player ref: player.c
4110 */
4111 if (change->randomitems)
4112 give_initial_items (pl, change->randomitems);
4113
4114 /* set up the face, for some races. */
4115
4116 /* first, look for the force object banning
4117 * changing the face. Certain races never change face with class.
4118 */
4119 for (walk = pl->inv; walk; walk = walk->below)
4120 if (walk->name == shstr_NOCLASSFACECHANGE)
4121 flag_change_face = 0;
4122
4123 if (flag_change_face)
4124 {
4125 pl->face = change->face;
4126 pl->animation_id = change->animation_id;
4127 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4128 }
4129
4130 /* check the special case of can't use weapons */
4131 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4132 if (change->name == shstr_monk)
4133 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4134
4135 break;
4136 }
4137 }
4138}
4139

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