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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.107 by root, Mon May 28 21:28:35 2007 UTC vs.
Revision 1.208 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
69 69
70 /* 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,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 77 return 1;
78 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 85 return 1;
86 86
87 return 0; 87 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
94 */ 94 */
95static int 95static int
96apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
97{ 97{
98 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 99
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* 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
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
120 if (marked->msg) 120 if (marked->msg)
121 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
124 } 124 }
125 return money == NULL;
126 } 125 }
127 }
128 126
129 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
130 { 128 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 130 {
133 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
134 { 132 {
135 identify (id); 133 identify (id);
136 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) 136 if (id->msg)
138 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
145 break; 141 break;
146 } 142 }
147 else 143 else
148 { 144 {
149 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");
150 break; 146 break;
151 } 147 }
152 } 148 }
153 } 149 }
154 if (!success) 150
155 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 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 == NULL; 156 return !money;
157} 157}
158 158
159/** 159/**
160 * 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
161 * matching item. 161 * matching item.
162 **/ 162 **/
163static void 163void
164handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
165{ 165{
166 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 168}
187 169
188/** 170/**
189 * Handles applying a potion. 171 * Handles applying a potion.
190 */ 172 */
196 178
197 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
198 180
199 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)
200 { 182 {
201 if (op->type == PLAYER)
202 new_draw_info (NDI_UNIQUE, 0, op, "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!");
184
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 186 return 0;
205 } 187 }
206 188
207 if (op->type == PLAYER) 189 if (op->type == PLAYER)
218 200
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 202 {
221 op->drain_stat (); 203 op->drain_stat ();
222 op->update_stats (); 204 op->update_stats ();
223 decrease_ob (tmp); 205 tmp->decrease ();
224 return 1; 206 return 1;
225 } 207 }
226 208
227 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
228 { 210 {
229 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 212 return 0;
231 } 213 }
214
232 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
233 216
234 if (depl) 217 if (depl)
235 { 218 {
236 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 220 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
239 222
240 depl->destroy (); 223 depl->destroy ();
241 op->update_stats (); 224 op->update_stats ();
242 } 225 }
243 else 226 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
245 228
246 decrease_ob (tmp); 229 tmp->decrease ();
247 return 1; 230 return 1;
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
259 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
260 break; 243 break;
261 } 244 }
245
262 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
263 { 247 {
264 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
265 break; 249 break;
266 } 250 }
251
267 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
268 { 253 {
269 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
270 break; 255 break;
271 } 256 }
275 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
276 { 261 {
277 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
278 break; 263 break;
279 } 264 }
265
280 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
281 { 267 {
282 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
283 break; 269 break;
284 } 270 }
271
285 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
286 { 273 {
287 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
288 break; 275 break;
289 } 276 }
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 285 {
299 if (got_one) 286 if (got_one)
300 { 287 {
301 op->update_stats (); 288 op->update_stats ();
302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
308 } 295 }
309 else 296 else
310 { /* cursed potion */ 297 { /* cursed potion */
311 if (got_one) 298 if (got_one)
312 { 299 {
313 op->update_stats (); 300 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
315 } 302 }
316 else 303 else
317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
318 } 305 }
319 306
320 decrease_ob (tmp); 307 tmp->decrease ();
321 return 1; 308 return 1;
322 } 309 }
323 310
324 311
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 316 */
330 if (tmp->inv) 317 if (tmp->inv)
331 { 318 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 320 {
334 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
335 322 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 323 }
345 else 324 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 326
348 decrease_ob (tmp); 327 tmp->decrease ();
328
349 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 331 op->update_stats ();
332
352 return 1; 333 return 1;
353 } 334 }
354 335
355 /* Deal with protection potions */ 336 /* Deal with protection potions */
356 force = NULL; 337 force = NULL;
358 { 339 {
359 if (tmp->resist[i]) 340 if (tmp->resist[i])
360 { 341 {
361 if (!force) 342 if (!force)
362 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
365 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 */
366 } 348 }
367 } 349 }
350
368 /* This is a protection potion */ 351 /* This is a protection potion */
369 if (force) 352 if (force)
370 { 353 {
371 /* cursed items last longer */ 354 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
380 force->speed_left = -1; 363 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 367 change_abil (op, force);
385 decrease_ob (tmp); 368 tmp->decrease ();
386 return 1; 369 return 1;
387 } 370 }
388 371
389 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 373 if (op->type == PLAYER)
391 { /* only for players */ 374 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 379 else
395 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
396 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
398 } 384 }
399 385
400 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 389 * up all the stats.
404 */ 390 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 392 op->update_stats ();
407 decrease_ob (tmp); 393 tmp->decrease ();
408 return 1; 394 return 1;
409} 395}
410 396
411/**************************************************************************** 397/****************************************************************************
412 * Weapon improvement code follows 398 * Weapon improvement code follows
413 ****************************************************************************/ 399 ****************************************************************************/
414 400
415/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
416 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
417 */ 419 */
418static int 420static int
419check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
420{ 422{
421 int count = 0; 423 int count = 0;
422 424
423 425 if (!item)
424 if (item == NULL)
425 return 0; 426 return 0;
426 427
427 op = op->below; 428 for (op = op->below; op; op = op->below)
428 while (op != NULL) 429 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 432 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 433
445 return count; 434 return count;
446} 435}
447 436
448/** 437/**
450 * op is typically the player, which is only 439 * op is typically the player, which is only
451 * really used to determine what space to look at. 440 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
453 */ 442 */
454static void 443static void
455eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 445{
457 object *prev; 446 object *prev;
458 447
459 prev = op; 448 prev = op;
460 op = op->below; 449 op = op->below;
461 450
462 while (op != NULL) 451 while (op)
463 { 452 {
464 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
465 { 454 {
466 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
467 { 456 {
468 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
469 return; 458 return;
470 } 459 }
471 else 460 else
472 { 461 {
473 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
474 nrof -= op->nrof; 463 nrof -= op->nrof;
475 } 464 }
465
476 op = prev; 466 op = prev;
477 } 467 }
468
478 prev = op; 469 prev = op;
479 op = op->below; 470 op = op->below;
480 } 471 }
481} 472}
482 473
483/** 474/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 477 */
539static int 478static int
540check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
541{ 480{
542 int count = 0; 481 int count = 0;
543 482
544 if (improver->slaying != NULL) 483 if (improver->slaying)
545 { 484 {
546 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
547 if (count < 1) 486 if (count < 1)
548 { 487 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 489 return 0;
554 } 490 }
555 } 491 }
556 else 492 else
557 count = 1; 493 count = 1;
560} 496}
561 497
562/** 498/**
563 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
564 */ 500 */
565int 501static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 503{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 504 stat += sacrifice_count;
571 weapon->last_eat++; 505 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
573 decrease_ob (improver);
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 op->update_stats (); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
577 return 1; 517 return 1;
578} 518}
579 519
580/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 525#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 527#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 530#define IMPROVE_INT 10
591#define IMPROVE_POW 11 531#define IMPROVE_POW 11
592
593 532
594/** 533/**
595 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
597 */ 536 */
598
599int 537int
600prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
601{ 539{
602 int sacrifice_count, i; 540 int sacrifice_count, i;
603 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
604 542
605 if (weapon->level != 0) 543 if (weapon->level != 0)
606 { 544 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
608 return 0; 546 return 0;
609 } 547 }
548
610 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 550 if (weapon->resist[i])
612 break; 551 break;
613 552
614 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
621 { 560 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
623 return 0; 564 return 0;
624 } 565 }
566
625 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
627 return 0; 569 return 0;
570
628 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
631 573
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
633 579
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 583 slot at once! */
638 decrease_ob (improver); 584 improver->decrease ();
639 weapon->last_eat = 0; 585 weapon->last_eat = 0;
640 return 1; 586 return 1;
641} 587}
642
643 588
644/** 589/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 591 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
656improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
657{ 602{
658 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
659 604
660 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
663 } 607
664 if (weapon->level == 0) 608 if (weapon->level == 0)
665 { 609 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 613 return 0;
668 } 614 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 618 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 620 return 0;
673 } 621 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
675 { 625 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 627 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
679 return 0; 629 return 0;
680 } 630 }
631
681 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 634 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 635 * weapon can be improved.
685 */ 636 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 638 {
688 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 642 weapon->last_eat++;
692 643
693 weapon->item_power++; 644 weapon->item_power++;
694 decrease_ob (improver); 645 improver->decrease ();
695 return 1; 646 return 1;
696 } 647 }
648
697 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 650 {
699 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 653 if (weapon->weight < 1)
702 weapon->weight = 1; 654 weapon->weight = 1;
655
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 657 weapon->last_eat++;
705 weapon->item_power++; 658 weapon->item_power++;
706 decrease_ob (improver); 659 improver->decrease ();
707 return 1; 660 return 1;
708 } 661 }
662
709 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 664 {
711 weapon->magic++; 665 weapon->magic++;
712 weapon->last_eat++; 666 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 668 improver->decrease ();
715 weapon->item_power++; 669 weapon->item_power++;
716 return 1; 670 return 1;
717 } 671 }
718 672
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
725 679
726 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
728 { 682 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 684 return 0;
731 } 685 }
686
732 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 688 weapon->item_power++;
734 689
735 switch (improver->stats.sp) 690 switch (improver->stats.sp)
736 { 691 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 699 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
753 } 701 }
702
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 704 return 0;
756} 705}
757 706
758/** 707/**
768 if (op->type != PLAYER) 717 if (op->type != PLAYER)
769 return 0; 718 return 0;
770 719
771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
772 { 721 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 723 return 0;
775 } 724 }
776 725
777 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
778 if (!otmp) 728 if (!otmp)
779 { 729 {
780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
781 return 0; 731 return 0;
782 } 732 }
783 733
784 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 735 {
786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
787 return 0; 737 return 0;
788 } 738 }
789 739
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 740 op->statusmsg ("Applied weapon builder.");
741
791 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
793 return 1; 744 return 1;
794} 745}
795 746
820{ 771{
821 object *tmp; 772 object *tmp;
822 773
823 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
824 { 775 {
825 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
826 return 0; 777 return 0;
827 } 778 }
779
828 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
829 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
830 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
831 * of gnarg and what not?) 783 * of gnarg and what not?)
832 */ 784 */
833 if (armour->title) 785 if (armour->title)
834 { 786 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 788 return 0;
837 } 789 }
838 790
839 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
841 */ 793 */
842 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 795
847 armour->magic++; 796 armour->magic++;
848 797
849 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
850 { 799 {
855 { 804 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 806 pow++;
858 } 807 }
859 808
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 810 }
862 else 811 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 813
865 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
866 { 815 {
867 int base = 100; 816 int base = 100;
868 int pow = 0; 817 int pow = 0;
871 { 820 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 822 pow++;
874 } 823 }
875 824
876 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
877 } 826 }
878 else 827 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 829
881 if (armour->weight <= 0) 830 if (armour->weight <= 0)
882 { 831 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 833 armour->weight = 1;
885 } 834 }
886 835
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 837
889 if (op->type == PLAYER) 838 if (op->type == PLAYER)
890 { 839 {
891 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 843 op->update_stats ();
894 } 844 }
895 decrease_ob (improver); 845
846 improver->decrease ();
847
896 if (tmp) 848 if (tmp)
897 { 849 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 850
899 esrv_send_item (op, tmp);
900 }
901 return 1; 851 return 1;
902} 852}
903
904 853
905/* 854/*
906 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
907 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
908 */ 857 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 858 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
916 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
917 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
918 */ 862 */
919int 863int
920convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
921{ 865{
922 int nr = 0;
923 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
924 875
925 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
926 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
927 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
928 */ 879 */
929 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
930 { 881 {
931 int cost;
932
933 if (item->type != MONEY) 882 if (item->type != MONEY)
934 return 0; 883 return 0;
935 884
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 886 if (!nr)
938 return 0; 887 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 888
940 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 890
942 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
944 894
945 price_in = cost * item->value; 895 price_in = cost * item->value;
946 } 896 }
947 else 897 else
948 { 898 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
951 return 0; 902 return 0;
952 903
953 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
954 { 907 {
955 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
958 } 911 }
959 else 912 else
960 { 913 {
961 price_in = item->value; 914 price_in = item->value;
962 item->destroy (); 915 item->destroy ();
963 } 916 }
964 } 917 }
965 918
966 if (converter->inv != NULL) 919 if (converter->inv)
967 { 920 {
968 object *ob; 921 object *ob;
969 int i; 922 int i;
970 object *ob_to_copy; 923 object *ob_to_copy;
971 924
972 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
974 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
975 {
976 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 929 ob_to_copy = ob;
979 } 930
980 } 931 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 934 }
985 else 935 else
986 { 936 {
987 if (converter->other_arch == NULL) 937 if (!conv_to)
988 { 938 {
989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
990 &converter->name, &converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 941 return -1;
992 } 942 }
993 943
994 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 946 }
997 947
998 if (CONV_NR (converter)) 948 if (give)
999 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
1000 if (nr) 951 if (nr)
1001 item->nrof *= nr; 952 item->nrof *= nr;
1002 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
1003 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1004 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 966 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008
1009 /** 969 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1011 * probably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1012 */ 972 */
1013 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 981 return 1;
1016} 982}
1017 983
1018/** 984/**
1035 1001
1036 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1037 1003
1038 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1039 { 1005 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1007 return 1;
1042 } 1008 }
1043 1009
1044 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1046 { 1012 {
1047 if (op->container == sack) 1013 if (op->container_ () == sack)
1048 { 1014 {
1049 // open on ground or inv, so close 1015 // open on ground or inv, so close
1050 op->close_container (); 1016 op->close_container ();
1051 return 1; 1017 return 1;
1052 } 1018 }
1053 else if (!sack->env) 1019 else if (!sack->env)
1054 { 1020 {
1055 // active, but not ours: some other player has opened it 1021 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1023 return 1;
1058 } 1024 }
1059 1025
1060 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1061 } 1027 }
1063 { 1029 {
1064 // it is in our env, so activate it, do not open yet 1030 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1031 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1035 return 1;
1070 } 1036 }
1071 1037
1072 // it's locked? 1038 // it's locked?
1073 if (sack->slaying) 1039 if (sack->slaying)
1074 { 1040 {
1075 if (object *tmp = find_key (op, op, sack)) 1041 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1043 else
1078 { 1044 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1046 return 1;
1081 } 1047 }
1082 } 1048 }
1083 1049
1084 op->open_container (sack); 1050 op->open_container (sack);
1095{ 1061{
1096 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 1064 return 0;
1099 1065
1100 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1101 { 1067 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1104 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1105 */ 1071 */
1106 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1107 { 1073 {
1108 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1077 * old maps.
1112 */ 1078 */
1113 1079
1114/* push_button (altar);*/ 1080/* push_button (altar);*/
1115 } 1081 }
1116 else 1082 else
1117 { 1083 {
1118 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1119 push_button (altar); 1085 push_button (altar, originator);
1120 } 1086 }
1121 1087
1122 return !sacrifice; 1088 return !sacrifice;
1123 } 1089 }
1124 else 1090 else
1139 double opinion; 1105 double opinion;
1140 object *tmp, *next; 1106 object *tmp, *next;
1141 1107
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1109
1144 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1145 { 1122 {
1146 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1148 * the shop. 1125 * the shop.
1149 */ 1126 */
1153 1130
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1132 {
1156 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1157 1134
1135 if (i >= 0)
1158 tmp->remove (); 1136 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 1137 }
1168 } 1138 }
1169 1139
1170 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1176 */ 1146 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1148 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1182 1151
1183 if (i != -1) 1152 if (i != -1)
1184 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1185 1154
1186 return 0; 1155 return 0;
1187 } 1156 }
1157
1188 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1190 */ 1160 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1162 }
1193 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1194 { 1164 {
1195 /* this is only used for players */ 1165 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1197 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1198 if (shop_mat->msg) 1175 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1200 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1201 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1202 * actually the shop floor. 1179 * actually the shop floor.
1203 */ 1180 */
1204 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1205 { 1182 {
1206 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1207 1184
1208 if (opinion > 0.9) 1185 op->statusmsg (
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1210 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1190 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1191 }
1217 } 1192 }
1218 else 1193 else
1219 { 1194 {
1220 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1221 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1222 * they are not on the mat anymore 1197 * they are not on the mat anymore
1223 */ 1198 */
1224 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1225 1200
1226 if (i == -1) 1201 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1203 else
1231 { 1204 {
1232 op->remove (); 1205 op->remove ();
1233 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1244 * Handles applying a sign. 1217 * Handles applying a sign.
1245 */ 1218 */
1246static void 1219static void
1247apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1248{ 1221{
1249 readable_message_type *msgType; 1222 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1223 return;
1251 1224
1252 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1253 { 1226 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1255 return; 1228 return;
1256 } 1229 }
1257 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1258 if (sign->stats.food) 1240 if (sign->stats.food)
1259 { 1241 {
1260 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1261 { 1243 {
1262 if (!sign->move_on) 1244 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1264 return; 1247 return;
1265 } 1248 }
1266 1249
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1251 sign->last_eat++;
1273 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1274 * to us). 1257 * to us).
1275 */ 1258 */
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1260 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1279 return; 1262 return;
1280 } 1263 }
1281 msgType = get_readable_message_type (sign); 1264
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1284} 1307}
1285 1308
1286/** 1309/**
1287 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1302 return; 1325 return;
1303 1326
1304 /* move_apply() is the most likely candidate for causing unwanted and 1327 /* move_apply() is the most likely candidate for causing unwanted and
1305 * possibly unlimited recursion. 1328 * possibly unlimited recursion.
1306 */ 1329 */
1307 /* The following was changed because it was causing perfeclty correct 1330 /* The following was changed because it was causing perfectly correct
1308 * maps to fail. 1) it's not an error to recurse: 1331 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune. 1332 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and 1333 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1312 */ 1335 */
1313 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1314 { 1337 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1340 return;
1318 } 1341 }
1342
1319 recursion_depth++; 1343 recursion_depth++;
1320 if (trap->head) 1344 if (trap->head)
1321 trap = trap->head; 1345 trap = trap->head;
1322 1346
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1324 goto leave;
1325
1326 switch (trap->type) 1348 switch (trap->type)
1327 { 1349 {
1328 case PLAYERMOVER: 1350 case PLAYERMOVER:
1329 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1330 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1331 if (!trap->stats.maxsp) 1423 if (!trap->value)
1332 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1333 1426
1334 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1335 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1336 */ 1442 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1338 1444
1339 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1340 * above with some objects have zero speed, and thus the player 1446 {
1341 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1342 */ 1456 }
1343 if (victim->speed_left < -50.f) 1457 break;
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1458 }
1347 goto leave;
1348 1459
1349 case SPINNER: 1460 case CONVERTER:
1350 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 { 1462 {
1402 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1403 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 } 1465 }
1414 1466
1415 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1416 { 1489 {
1417 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1418 * ab->above would be bogus 1491 * players output.
1419 */ 1492 */
1420 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1421 1495
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1423 { 1497 victim->enter_exit (trap);
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 } 1498 }
1433 goto leave; 1499 break;
1434 }
1435 1500
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER: 1501 case ENCOUNTER:
1490 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1491 goto leave; 1503 break;
1492 1504
1493 case SHOP_MAT: 1505 case SHOP_MAT:
1494 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1495 goto leave; 1507 break;
1496 1508
1497 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1500 goto leave; 1512 break;
1501 1513
1502 case SIGN: 1514 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1505 1517
1506 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1507 goto leave; 1519 break;
1508 1520
1509 case CONTAINER: 1521 case CONTAINER:
1510 apply_container (victim, trap); 1522 apply_container (victim, trap);
1511 goto leave; 1523 break;
1512 1524
1513 case RUNE: 1525 case RUNE:
1514 case TRAP: 1526 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1518 } 1529 break;
1519 goto leave;
1520 1530
1521 default: 1531 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1534 break;
1525 } 1535 }
1526 1536
1527leave:
1528 recursion_depth--; 1537 recursion_depth--;
1529} 1538}
1530 1539
1531/** 1540/**
1532 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1537 int lev_diff; 1546 int lev_diff;
1538 object *skill_ob; 1547 object *skill_ob;
1539 1548
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1550 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1543 return; 1552 return;
1544 } 1553 }
1554
1545 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1546 { 1556 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1548 return; 1558 return;
1549 } 1559 }
1550 1560
1551 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1563 if (!skill_ob)
1554 { 1564 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1556 return; 1566 return;
1557 } 1567 }
1568
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1571 {
1561 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1563 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1565 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return; 1578 return;
1574 } 1579 }
1575 1580
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1582
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1579 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1581 long_desc (tmp, op), &tmp->msg);
1582 1586
1583 /* gain xp from reading */ 1587 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1589 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1593 {
1590 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1596
1593 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1599 }
1599 1600
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1602 } 1603 }
1603} 1604}
1604 1605
1605/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1608 */ 1662 */
1609static void 1663static void
1610apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1611{ 1665{
1612 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1613 { 1667 {
1614 case 0: 1668 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1617 return; 1671 break;
1618 1672
1619 case 1: 1673 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1622 return; 1677 break;
1623 1678
1624 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1625 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1626 decrease_ob (tmp);
1627 return; 1683 break;
1628 } 1684 }
1629} 1685}
1630 1686
1631/** 1687/**
1632 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1652 return; 1708 return;
1653 } 1709 }
1654 return; 1710 return;
1655 } 1711 }
1656 1712
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1658 tmp = spell->clone (); 1715 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1660 1717
1661 if (special_prayer) 1718 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1738 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1740 return;
1684 } 1741 }
1685 1742
1686 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1687 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1746 spob->destroy ();
1690} 1747}
1691 1748
1699{ 1756{
1700 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1701 1758
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1760 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1705 return; 1762 return;
1706 } 1763 }
1707 1764
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1767 * legacy spellbooks
1711 */ 1768 */
1712
1713 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1714 { 1770 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1772 if (!spell)
1717 { 1773 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1719 return; 1775 return;
1720 } 1776 }
1721 else 1777 else
1722 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1723 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1724 } 1781 }
1725 1782
1726 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1727 1784
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1787 if (!skop)
1731 { 1788 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1733 return; 1790 return;
1734 } 1791 }
1735 1792
1736 spell = tmp->inv; 1793 spell = tmp->inv;
1737 1794
1738 if (!spell) 1795 if (!spell)
1739 { 1796 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1799 return;
1743 } 1800 }
1744 1801
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1746 { 1804 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1748 return; 1807 return;
1749 } 1808 }
1750 1809
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1752 1811
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1813 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762 1814
1763 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1764 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1767 */ 1819 */
1768 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1769 { 1821 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1823 return;
1772 } 1824 }
1773 1825
1774 if (spell->skill) 1826 if (spell->skill)
1775 { 1827 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1777 1829
1778 if (!spell_skill) 1830 if (!spell_skill)
1779 { 1831 {
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1781 return; 1833 return;
1782 } 1834 }
1783 1835
1784 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1785 { 1837 {
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1787 return; 1839 return;
1788 } 1840 }
1789 } 1841 }
1790 1842
1791 /* Logic as follows 1843 /* Logic as follows
1800 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
1801 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1802 */ 1854 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1856 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1806 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1807 } 1859 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1810 { 1862 {
1811 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1814 1865
1815 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1869 }
1819 else 1870 else
1820 { 1871 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1874 }
1824 1875
1825 decrease_ob (tmp); 1876 tmp->decrease ();
1826} 1877}
1827 1878
1828/** 1879/**
1829 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1830 */ 1881 */
1833{ 1884{
1834 object *skop; 1885 object *skop;
1835 1886
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1888 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1839 return; 1890 return;
1840 } 1891 }
1841 1892
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1894 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1896 return;
1846 } 1897 }
1847 1898
1848 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1849 { 1900 {
1855 */ 1906 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1908
1858 if (!skop) 1909 if (!skop)
1859 { 1910 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1861 return; 1912 return;
1862 } 1913 }
1863 1914
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1917 }
1867 1918
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1920 identify (tmp);
1870 1921
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1872 1923
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1925 tmp->decrease ();
1875} 1926}
1876 1927
1877/** 1928/**
1878 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1880 * chest. 1931 * chest.
1881 */ 1932 */
1882static void 1933static void
1883apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1884{ 1935{
1885 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1940 * treasure
1890 */ 1941 */
1891 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1892 1943
1893 if (!treas) 1944 if (!treas)
1894 { 1945 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1947 tmp->decrease ();
1897 return; 1948 return;
1898 } 1949 }
1899 1950
1900 while (tmp->inv) 1951 while (tmp->inv)
1901 { 1952 {
1902 treas = tmp->inv; 1953 treas = tmp->inv;
1903
1904 treas->remove (); 1954 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 1955
1907 treas->x = op->x; 1956 treas->x = op->x;
1908 treas->y = op->y; 1957 treas->y = op->y;
1909 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1910 1959
1911 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1912 spring_trap (treas, op); 1961 spring_trap (treas, op);
1913 1962
1914 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1918 */ 1967 */
1919 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1920 break; 1969 break;
1921 } 1970 }
1922 1971
1923 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1924 decrease_ob (tmp); 1973 tmp->decrease (true);
1925
1926}
1927
1928/**
1929 * op eats food.
1930 * If player, takes care of messages and dragon special food.
1931 */
1932static void
1933apply_food (object *op, object *tmp)
1934{
1935 int capacity_remaining;
1936
1937 if (op->type != PLAYER)
1938 op->stats.hp = op->stats.maxhp;
1939 else
1940 {
1941 /* check if this is a dragon (player), eating some flesh */
1942 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1943 ;
1944 else
1945 {
1946 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
1949 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1951 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1953 }
1954
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
1957 char buf[MAX_BUF];
1958
1959 if (!is_dragon_pl (op))
1960 {
1961 /* eating message for normal players */
1962 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 }
1967 else
1968 {
1969 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1971 }
1972
1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
1974 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50;
1978 else
1979 op->stats.hp += tmp->stats.food / 50;
1980 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999)
1983 op->stats.food = 999;
1984 }
1985
1986 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp);
1989 }
1990 }
1991 handle_apply_yield (tmp);
1992 decrease_ob (tmp);
1993} 1974}
1994 1975
1995/** 1976/**
1996 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2000 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2001 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2002 * return: 1983 * return:
2003 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2004 */ 1985 */
2005int 1986static int
2006dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2007{ 1988{
2008 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2011 1992
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2022 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2023 return 0; 2003 return 0;
2024 2004
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */ 2006 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2033 skin = tmp; 2010 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2035 abil = tmp; 2012 abil = tmp;
2036 2013
2037 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2038 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2042 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2045 else 2022 else
2046 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2047 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2048 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2049 2027
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2051 2029
2096 } 2074 }
2097 } 2075 }
2098 2076
2099 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2101 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2102 if (totalchance > 50.) 2082 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2112 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2113 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2114 else 2094 else
2115 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2117 2098
2118 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2119 i = -1; 2100 i = -1;
2120 if (winners > 0) 2101 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2122 2103
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 { 2105 {
2125 /* resistance increased! */ 2106 /* resistance increased! */
2126 skin->resist[i]++; 2107 skin->resist[i]++;
2127 op->update_stats (); 2108 op->update_stats ();
2128 2109
2129 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 } 2111 }
2132 2112
2133 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2134 into the ability_force and it will take effect on next level */ 2114 into the ability_force and it will take effect on next level */
2135 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2136 { 2116 {
2137 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2138 2118
2139 if (meal->last_eat != abil->stats.exp) 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2140 { 2125 ));
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else 2126 else
2147 { 2127 {
2148 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0; 2129 abil->last_eat = 0;
2151 } 2130 }
2152 } 2131 }
2132
2153 return 1; 2133 return 1;
2134}
2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2142{
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2154} 2210}
2155 2211
2156/** 2212/**
2157 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2158 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2160static void 2216static void
2161apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2162{ 2218{
2163 object *armor; 2219 object *armor;
2164 2220
2165 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2166 { 2222 {
2167 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2168 return; 2224 return;
2169 } 2225 }
2170 2226
2171 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2172 2228
2173 if (!armor) 2229 if (!armor)
2174 { 2230 {
2175 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2176 return; 2232 return;
2177 } 2233 }
2178 2234
2179 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2180 && armor->type != CLOAK 2236 && armor->type != CLOAK
2181 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2182 { 2238 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2184 return; 2240 return;
2185 } 2241 }
2186 2242
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2188 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2189} 2245}
2190 2246
2191extern void 2247void
2192apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2193{ 2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2194 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2195 { 2256 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2199 } 2260 }
2261
2200 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2201 { 2263 {
2202 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2204 } 2266 }
2267
2205 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp); 2269 poison->destroy ();
2207 decrease_ob (tmp);
2208} 2270}
2209 2271
2210/** 2272/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2212 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2228#if 0 //TODO 2290#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2231#endif 2293#endif
2232 2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234 2298
2235 if (exitmap) 2299 if (exitmap)
2236 { 2300 {
2237 exitmap->load_sync (); 2301 exitmap->load_sync ();
2291 return 1; 2355 return 1;
2292 } 2356 }
2293 } 2357 }
2294 2358
2295 return 0; 2359 return 0;
2360}
2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457void player_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 */
2482void player_apply_lamp (object *who, object *op)
2483{
2484 bool switch_on = op->glow_radius ? false : true;
2485
2486 if (switch_on)
2487 {
2488 object *lighter = 0;
2489
2490 if (op->flag [FLAG_IS_LIGHTABLE]
2491 && !(lighter = auto_apply_lighter (who, op, 0)))
2492 return;
2493
2494 if (op->stats.food < 1)
2495 {
2496 if (op->type == LAMP)
2497 who->failmsg (format (
2498 "The %s is out of fuel! "
2499 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2500 &op->name));
2501 else
2502 who->failmsg (format (
2503 "The %s is burnt out! "
2504 "H<Torches and similar items burn out and become worthless.>",
2505 &op->name));
2506 return;
2507 }
2508
2509 if (op->flag [FLAG_CURSED])
2510 {
2511 player_apply_lamp_cursed_effect (who, op);
2512 return;
2513 }
2514
2515 if (lighter)
2516 who->statusmsg (format (
2517 "You light up the %s with the %s.", &op->name, &lighter->name));
2518 else
2519 who->statusmsg (format ("You light up the %s.", &op->name));
2520 }
2521 else
2522 {
2523 if (op->flag [FLAG_CURSED])
2524 {
2525 player_apply_lamp_cursed_effect (who, op);
2526 return;
2527 }
2528
2529 if (op->type == TORCH)
2530 {
2531 if (!op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 who->statusmsg (format (
2534 "You put out the %s. "
2535 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2536 &op->name, &op->name));
2537 }
2538 else
2539 who->statusmsg (format (
2540 "You put out the %s."
2541 "H<Torches wear out if you put them out.>",
2542 &op->name));
2543 }
2544 else
2545 who->statusmsg (format ("You turn off the %s.", &op->name));
2546 }
2547
2548 apply_lamp (op, switch_on);
2549}
2550
2551void get_animation_from_arch (object *op, arch_ptr a)
2552{
2553 op->animation_id = a->animation_id;
2554 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2555 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2556 op->anim_speed = a->anim_speed;
2557 op->last_anim = 0;
2558 op->state = 0;
2559 op->face = a->face;
2560
2561 if (NUM_ANIMATIONS(op) > 1)
2562 {
2563 SET_ANIMATION(op, 0);
2564 animate_object (op, op->direction);
2565 }
2566 else
2567 update_object (op, UP_OBJ_FACE);
2568}
2569
2570/**
2571 * Apply for LAMPs and TORCHes.
2572 *
2573 * op - the lamp
2574 * switch_on - a flag which says whether the lamp should be switched on or off
2575 */
2576void apply_lamp (object *op, bool switch_on)
2577{
2578 op->set_glow_radius (switch_on ? op->range : 0);
2579 op->set_speed (switch_on ? op->arch->speed : 0);
2580
2581 // torches wear out if you put them out
2582 if (op->type == TORCH && !switch_on)
2583 {
2584 if (op->flag [FLAG_IS_LIGHTABLE])
2585 {
2586 op->stats.food -= (double) op->arch->stats.food / 15;
2587 if (op->stats.food < 0)
2588 op->stats.food = 0;
2589 }
2590 else
2591 op->stats.food = 0;
2592 }
2593
2594 // lamps and torched get worthless when used up
2595 if (op->stats.food <= 0)
2596 op->value = 0;
2597
2598 // FIXME: This is a hack to make the more sane torches and lamps
2599 // still animated ;-/
2600 if (op->other_arch)
2601 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2602
2603 if (object *pl = op->visible_to ())
2604 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2605}
2606
2607/**
2608 * This handles items of type 'transformer'.
2609 * Basically those items, used with a marked item, transform both items into something
2610 * else.
2611 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2612 * Change information is contained in the 'slaying' field of the marked item.
2613 * The format is as follow: transformer:[number ]yield[;transformer:...].
2614 * This way an item can be transformed in many things, and/or many objects.
2615 * The 'slaying' field for transformer is used as verb for the action.
2616 */
2617static void
2618apply_item_transformer (object *pl, object *transformer)
2619{
2620 object *marked;
2621 object *new_item;
2622 char *find;
2623 char *separator;
2624 int yield;
2625 char got[MAX_BUF];
2626 int len;
2627
2628 if (!pl || !transformer)
2629 return;
2630
2631 marked = find_marked_object (pl);
2632
2633 if (!marked)
2634 {
2635 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2636 return;
2637 }
2638
2639 if (!marked->slaying)
2640 {
2641 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2642 return;
2643 }
2644
2645 /* check whether they are compatible or not */
2646 find = strstr (&marked->slaying, transformer->arch->archname);
2647 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2648 {
2649 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2650 return;
2651 }
2652
2653 find += strlen (transformer->arch->archname) + 1;
2654 /* Item can be used, now find how many and what it yields */
2655 if (isdigit (*(find)))
2656 {
2657 yield = atoi (find);
2658 if (yield < 1)
2659 {
2660 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2661 yield = 1;
2662 }
2663 }
2664 else
2665 yield = 1;
2666
2667 while (isdigit (*find))
2668 find++;
2669
2670 while (*find == ' ')
2671 find++;
2672
2673 memset (got, 0, MAX_BUF);
2674
2675 if ((separator = strchr (find, ';')) != NULL)
2676 len = separator - find;
2677 else
2678 len = strlen (find);
2679
2680 if (len > MAX_BUF - 1)
2681 len = MAX_BUF - 1;
2682
2683 strcpy (got, find);
2684 got[len] = '\0';
2685
2686 /* Now create new item, remove used ones when required. */
2687 new_item = get_archetype (got);
2688 if (!new_item)
2689 {
2690 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2691 return;
2692 }
2693
2694 new_item->nrof = yield;
2695
2696 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2697
2698 pl->insert (new_item);
2699 /* Eat up one item */
2700 marked->decrease ();
2701
2702 /* Eat one transformer if needed */
2703 if (transformer->stats.food)
2704 if (--transformer->stats.food == 0)
2705 transformer->decrease ();
2296} 2706}
2297 2707
2298/** 2708/**
2299 * Main apply handler. 2709 * Main apply handler.
2300 * 2710 *
2303 * Return value: 2713 * Return value:
2304 * 0: player or monster can't apply objects of that type 2714 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2715 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory 2716 * 2: objects of that type can't be applied if not in inventory
2307 * 2717 *
2308 * op is the object that is causing object to be applied, tmp is the object 2718 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2719 * being applied.
2310 * 2720 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2721 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2722 * them in this function - they are passed to apply_special
2313 */ 2723 */
2314int 2724int
2315manual_apply (object *op, object *tmp, int aflag) 2725manual_apply (object *who, object *op, int aflag)
2316{ 2726{
2317 if (tmp->head) 2727 op = op->head_ ();
2318 tmp = tmp->head;
2319 2728
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2729 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2321 { 2730 {
2322 if (op->type == PLAYER) 2731 if (who->type == PLAYER)
2323 { 2732 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2733 examine (who, op);
2734 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2325 return 1; 2735 return 1;
2326 } 2736 }
2327 else 2737 else
2328 return 0; /* monsters just skip unpaid items */ 2738 return 0; /* monsters just skip unpaid items */
2329 } 2739 }
2330 2740
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2741 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2332 return RESULT_INT (0); 2742 return RESULT_INT (0);
2333 2743
2334 switch (tmp->type) 2744 switch (op->type)
2335 { 2745 {
2336 case CF_HANDLE: 2746 case T_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2747 who->play_sound (sound_find ("turn_handle"));
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2748 who->statusmsg ("You turn the handle.");
2339 tmp->value = tmp->value ? 0 : 1; 2749 op->value = op->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value); 2750 SET_ANIMATION (op, op->value);
2341 update_object (tmp, UP_OBJ_FACE); 2751 update_object (op, UP_OBJ_FACE);
2342 push_button (tmp); 2752 push_button (op, who);
2343 return 1; 2753 return 1;
2344 2754
2345 case TRIGGER: 2755 case TRIGGER:
2346 if (check_trigger (tmp, op)) 2756 if (check_trigger (op, who, who))
2347 { 2757 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2758 who->statusmsg ("You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2759 who->play_sound (sound_find ("turn_handle"));
2350 } 2760 }
2351 else 2761 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2762 who->failmsg ("The handle doesn't move.");
2353 2763
2354 return 1; 2764 return 1;
2355 2765
2356 case EXIT: 2766 case EXIT:
2357 if (op->type != PLAYER) 2767 if (who->type != PLAYER)
2358 return 0; 2768 return 0;
2359 2769
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2770 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2771 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)));
2362 else 2772 else
2363 { 2773 {
2364 /* Don't display messages for random maps. */ 2774 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2775 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2776 who->statusmsg (op->msg, NDI_NAVY);
2367 2777
2368 op->enter_exit (tmp); 2778 who->enter_exit (op);
2369 } 2779 }
2370 2780
2371 return 1; 2781 return 1;
2372 2782
2783 case INSCRIBABLE:
2784 who->statusmsg (op->msg);
2785 // maybe show a spell menu to chose from or something like that
2786 return 1;
2787
2373 case SIGN: 2788 case SIGN:
2374 apply_sign (op, tmp, 0); 2789 apply_sign (who, op, 0);
2375 return 1; 2790 return 1;
2376 2791
2377 case BOOK: 2792 case BOOK:
2378 if (op->type == PLAYER) 2793 if (who->type == PLAYER)
2379 { 2794 {
2380 apply_book (op, tmp); 2795 apply_book (who, op);
2381 return 1; 2796 return 1;
2382 } 2797 }
2383 else 2798 else
2384 return 0; 2799 return 0;
2385 2800
2386 case SKILLSCROLL: 2801 case SKILLSCROLL:
2387 if (op->type == PLAYER) 2802 if (who->type == PLAYER)
2388 { 2803 {
2389 apply_skillscroll (op, tmp); 2804 apply_skillscroll (who, op);
2390 return 1; 2805 return 1;
2391 } 2806 }
2392 else 2807 else
2393 return 0; 2808 return 0;
2394 2809
2395 case SPELLBOOK: 2810 case SPELLBOOK:
2396 if (op->type == PLAYER) 2811 if (who->type == PLAYER)
2397 { 2812 {
2398 apply_spellbook (op, tmp); 2813 apply_spellbook (who, op);
2399 return 1; 2814 return 1;
2400 } 2815 }
2401 else 2816 else
2402 return 0; 2817 return 0;
2403 2818
2404 case SCROLL: 2819 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2820 apply_scroll (who, op, 0);
2406 return 1; 2821 return 1;
2407 2822
2408 case POTION: 2823 case POTION:
2409 apply_potion (op, tmp); 2824 apply_potion (who, op);
2410 return 1; 2825 return 1;
2411 2826
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2827 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2828 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2829 case CLOSE_CON:
2415 apply_container (op, tmp->env); 2830 apply_container (who, op->env);
2416 return 1; 2831 return 1;
2417 2832
2418 case CONTAINER: 2833 case CONTAINER:
2419 apply_container (op, tmp); 2834 apply_container (who, op);
2420 return 1; 2835 return 1;
2421 2836
2422 case TREASURE: 2837 case TREASURE:
2423 if (op->type == PLAYER) 2838 if (who->type == PLAYER)
2424 { 2839 {
2425 apply_treasure (op, tmp); 2840 apply_treasure (who, op);
2426 return 1; 2841 return 1;
2427 } 2842 }
2428 else 2843 else
2429 return 0; 2844 return 0;
2845
2846 case LAMP:
2847 case TORCH:
2848 player_apply_lamp (who, op);
2849 return 1;
2430 2850
2431 case WEAPON: 2851 case WEAPON:
2432 case ARMOUR: 2852 case ARMOUR:
2433 case BOOTS: 2853 case BOOTS:
2434 case GLOVES: 2854 case GLOVES:
2442 case WAND: 2862 case WAND:
2443 case ROD: 2863 case ROD:
2444 case HORN: 2864 case HORN:
2445 case SKILL: 2865 case SKILL:
2446 case BOW: 2866 case BOW:
2447 case LAMP:
2448 case BUILDER: 2867 case BUILDER:
2449 case SKILL_TOOL: 2868 case SKILL_TOOL:
2450 if (tmp->env != op) 2869 if (op->env != who)
2451 return 2; /* not in inventory */ 2870 return 2; /* not in inventory */
2452 2871
2453 apply_special (op, tmp, aflag); 2872 apply_special (who, op, aflag);
2454 return 1; 2873 return 1;
2455 2874
2456 case DRINK: 2875 case DRINK:
2457 case FOOD: 2876 case FOOD:
2458 case FLESH: 2877 case FLESH:
2459 apply_food (op, tmp); 2878 apply_food (who, op);
2460 return 1; 2879 return 1;
2461 2880
2462 case POISON: 2881 case POISON:
2463 apply_poison (op, tmp); 2882 apply_poison (who, op);
2464 return 1; 2883 return 1;
2465 2884
2466 case SAVEBED: 2885 case SAVEBED:
2467 return 1; 2886 return 1;
2468 2887
2469 case ARMOUR_IMPROVER: 2888 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER) 2889 if (who->type == PLAYER)
2471 { 2890 {
2472 apply_armour_improver (op, tmp); 2891 apply_armour_improver (who, op);
2473 return 1; 2892 return 1;
2474 } 2893 }
2475 else 2894 else
2476 return 0; 2895 return 0;
2477 2896
2478 case WEAPON_IMPROVER: 2897 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp); 2898 check_improve_weapon (who, op);
2480 return 1; 2899 return 1;
2481 2900
2482 case CLOCK: 2901 case CLOCK:
2483 if (op->type == PLAYER) 2902 if (who->type == PLAYER)
2484 { 2903 {
2485 char buf[MAX_BUF]; 2904 char buf[MAX_BUF];
2486 timeofday_t tod; 2905 timeofday_t tod;
2487 2906
2488 get_tod (&tod); 2907 get_tod (&tod);
2908 who->play_sound (sound_find ("sound_clock"));
2909 who->statusmsg (format (
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2910 "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2911 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2912 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2913 ));
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2914 return 1;
2495 } 2915 }
2496 else 2916 else
2497 return 0; 2917 return 0;
2498 2918
2499 case MENU: 2919 case MENU:
2500 if (op->type == PLAYER) 2920 if (who->type == PLAYER)
2501 { 2921 {
2502 shop_listing (tmp, op); 2922 shop_listing (op, who);
2503 return 1; 2923 return 1;
2504 } 2924 }
2505 else 2925 else
2506 return 0; 2926 return 0;
2507 2927
2508 case POWER_CRYSTAL: 2928 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */ 2929 apply_power_crystal (who, op); /* see egoitem.c */
2510 return 1; 2930 return 1;
2511 2931
2512 case LIGHTER: /* for lighting torches/lanterns/etc */ 2932 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER) 2933 if (who->type == PLAYER)
2514 { 2934 {
2515 apply_lighter (op, tmp); 2935 apply_lighter (who, op);
2516 return 1; 2936 return 1;
2517 } 2937 }
2518 else 2938 else
2519 return 0; 2939 return 0;
2520 2940
2521 case ITEM_TRANSFORMER: 2941 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp); 2942 apply_item_transformer (who, op);
2523 return 1; 2943 return 1;
2524 2944
2525 default: 2945 default:
2526 return 0; 2946 return 0;
2527 } 2947 }
2528} 2948}
2529
2530 2949
2531/* quiet suppresses the "don't know how to apply" and "you must get it first" 2950/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be 2951 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages. 2952 * "but you are floating high above the ground" messages.
2534 * 2953 *
2535 * Same return value as apply() function. 2954 * Same return value as apply() function.
2536 */ 2955 */
2537int 2956int
2538player_apply (object *pl, object *op, int aflag, int quiet) 2957player_apply (object *pl, object *op, int aflag, int quiet)
2539{ 2958{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2959 if (!op->env && (pl->move_type & MOVE_FLYING))
2543 { 2960 {
2544 /* player is flying and applying object not in inventory */ 2961 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2962 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 { 2963 {
2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2964 pl->failmsg ("But you are floating high above the ground! "
2965 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2966 "or waiting till the levitation effect wears off.>");
2548 return 0; 2967 return 0;
2549 } 2968 }
2550 } 2969 }
2551 2970
2552 pl->contr->last_used = op; 2971 pl->contr->last_used = op;
2553 2972
2554 tmp = manual_apply (pl, op, aflag); 2973 int tmp = manual_apply (pl, op, aflag);
2974
2555 if (!quiet) 2975 if (!quiet)
2556 { 2976 {
2557 if (tmp == 0) 2977 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2978 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2559 else if (tmp == 2) 2979 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2980 pl->failmsg ("You must get it first!\n");
2561 } 2981 }
2982
2562 return tmp; 2983 return tmp;
2563} 2984}
2564 2985
2565/** 2986/**
2566 * player_apply_below attempts to apply the object 'below' the player. 2987 * player_apply_below attempts to apply the object 'below' the player.
2578 * we don't use a corrupt pointer for the next object, so we get the 2999 * we don't use a corrupt pointer for the next object, so we get the
2579 * next object in the stack before applying. This is can only be a 3000 * next object in the stack before applying. This is can only be a
2580 * problem if player_apply() has a bug in that it uses the object but does 3001 * problem if player_apply() has a bug in that it uses the object but does
2581 * not return a proper value. 3002 * not return a proper value.
2582 */ 3003 */
2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3004 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2584 { 3005 {
2585 next = tmp->below; 3006 next = tmp->below;
2586 3007
2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3008 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2588 floors++; 3009 floors++;
2593 * person moving on it, also activate. Added code to make it 3014 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which 3015 * so that at least one of players movement types be that which
2595 * the item needs. 3016 * the item needs.
2596 */ 3017 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3018 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1) 3019 if (player_apply (pl, tmp, 0, 1) == 1)
2600 return; 3020 return;
2601 } 3021
2602 if (floors >= 2) 3022 if (floors >= 2)
2603 return; /* process at most two floor objects */ 3023 return; /* process at most two floor objects */
2604 } 3024 }
2605} 3025}
2606 3026
2641 { 3061 {
2642 pl->combat_ob = 0; 3062 pl->combat_ob = 0;
2643 who->change_weapon (pl->ranged_ob); 3063 who->change_weapon (pl->ranged_ob);
2644 } 3064 }
2645 3065
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3066 who->statusmsg (format ("You unwield %s.", query_name (op)));
2647 3067
2648 change_abil (who, op); 3068 change_abil (who, op);
2649 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3069 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2650 break; 3070 break;
2651 3071
2652 case SKILL: 3072 case SKILL:
2653 if (who->contr) 3073 if (who->contr)
2654 { 3074 {
3075 if (IS_COMBAT_SKILL (op->subtype))
3076 who->change_weapon (who->contr->combat_ob = 0);
3077 else if (IS_RANGED_SKILL (op->subtype))
3078 who->change_weapon (who->contr->ranged_ob = 0);
3079
2655 if (!op->invisible) 3080 if (op->invisible)
2656 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 3081 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2657 else 3082 else
2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 3083 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2659 } 3084 }
2660 3085
2661 change_abil (who, op); 3086 change_abil (who, op);
2662 CLEAR_FLAG (who, FLAG_READY_SKILL); 3087 CLEAR_FLAG (who, FLAG_READY_SKILL);
2663 break; 3088 break;
2670 case GLOVES: 3095 case GLOVES:
2671 case AMULET: 3096 case AMULET:
2672 case GIRDLE: 3097 case GIRDLE:
2673 case BRACERS: 3098 case BRACERS:
2674 case CLOAK: 3099 case CLOAK:
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2676 change_abil (who, op); 3101 change_abil (who, op);
2677 break; 3102 break;
2678
2679 case LAMP:
2680 {
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2682
2683 object *tmp2 = arch_to_object (op->other_arch);
2684 tmp2->x = op->x;
2685 tmp2->y = op->y;
2686 tmp2->map = op->map;
2687 tmp2->below = op->below;
2688 tmp2->above = op->above;
2689 tmp2->stats.food = op->stats.food;
2690 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2691
2692 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2693 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2694
2695 if (who->contr)
2696 esrv_del_item (who->contr, op->count);
2697
2698 op->destroy ();
2699 insert_ob_in_ob (tmp2, who);
2700 who->update_stats ();
2701
2702 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2703 {
2704 if (who->contr)
2705 {
2706 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2707 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2708 }
2709 }
2710
2711 if (who->contr)
2712 esrv_send_item (who, tmp2);
2713 }
2714
2715 return 1; /* otherwise, an attempt to drop causes problems */
2716 3103
2717 case BOW: 3104 case BOW:
2718 case WAND: 3105 case WAND:
2719 case ROD: 3106 case ROD:
2720 case HORN: 3107 case HORN:
2724 { 3111 {
2725 pl->ranged_ob = 0; 3112 pl->ranged_ob = 0;
2726 who->change_weapon (pl->combat_ob); 3113 who->change_weapon (pl->combat_ob);
2727 } 3114 }
2728 3115
2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3116 who->statusmsg (format ("You unready %s.", query_name (op)));
2730 } 3117 }
2731 else 3118 else
2732 { 3119 {
2733 who->change_skill (0); 3120 who->change_skill (0);
2734 3121
2740 3127
2741 break; 3128 break;
2742 3129
2743 case BUILDER: 3130 case BUILDER:
2744 if (who->contr) 3131 if (who->contr)
2745 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3132 who->statusmsg (format ("You unready %s.", query_name (op)));
2746 break; 3133 break;
2747 3134
2748 default: 3135 default:
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3136 who->statusmsg (format ("You unapply %s.", query_name (op)));
2750 break; 3137 break;
2751 } 3138 }
2752 3139
3140 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3141 if (object *pl = op->visible_to ())
3142 esrv_send_item (pl, op);
3143
2753 who->update_stats (); 3144 who->update_stats ();
2754
2755 if (!(aflags & AP_NO_MERGE))
2756 {
2757 object *tmp = merge_ob (op, 0);
2758
2759 if (who->contr)
2760 {
2761 if (tmp)
2762 { /* it was merged */
2763 esrv_del_item (who->contr, op->count);
2764 op = tmp;
2765 }
2766
2767 esrv_send_item (who, op);
2768 }
2769 }
2770 3145
2771 return 0; 3146 return 0;
2772} 3147}
2773 3148
2774/** 3149/**
2806 * Returns 0 on success, returns 1 if there is some problem. 3181 * Returns 0 on success, returns 1 if there is some problem.
2807 * if aflags is AP_PRINT, we instead print out waht to unapply 3182 * if aflags is AP_PRINT, we instead print out waht to unapply
2808 * instead of doing it. This is a lot less code than having 3183 * instead of doing it. This is a lot less code than having
2809 * another function that does just that. 3184 * another function that does just that.
2810 */ 3185 */
3186
3187#define CANNOT_REMOVE_CURSED \
3188 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3189 "Praying over an altar, scrolls of remove curse/damnation, " \
3190 "priests or even other players might help.>"
3191
2811int 3192int
2812unapply_for_ob (object *who, object *op, int aflags) 3193unapply_for_ob (object *who, object *op, int aflags)
2813{ 3194{
2814 if (op->is_range ()) 3195 if (op->is_range ())
2815 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2816 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3197 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2817 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3198 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2818 { 3199 {
2819 if (aflags & AP_PRINT) 3200 if (aflags & AP_PRINT)
2820 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3201 who->failmsg (query_name (tmp));
2821 else 3202 else
2822 unapply_special (who, tmp, aflags); 3203 unapply_special (who, tmp, aflags);
2823 } 3204 }
2824 else 3205 else
2825 { 3206 {
2826 /* In this case, we want to try and remove a cursed item. 3207 /* In this case, we want to try and remove a cursed item.
2827 * While we know it won't work, we want unapply_special to 3208 * While we know it won't work, we want unapply_special to
2828 * at least generate the message. 3209 * at least generate the message.
2829 */ 3210 */
2830 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3211 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2831 return 1; 3212 return 1;
2832 } 3213 }
2833 3214
2834 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3215 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2835 { 3216 {
2858 3239
2859 /* If we are just printing, we don't care about cursed status */ 3240 /* If we are just printing, we don't care about cursed status */
2860 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3241 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2861 { 3242 {
2862 if (aflags & AP_PRINT) 3243 if (aflags & AP_PRINT)
2863 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3244 who->failmsg (query_name (tmp));
2864 else 3245 else
2865 unapply_special (who, tmp, aflags); 3246 unapply_special (who, tmp, aflags);
2866 } 3247 }
2867 else 3248 else
2868 { 3249 {
2869 /* Cursed item that we can't unequip - tell the player. 3250 /* Cursed item that we can't unequip - tell the player.
2870 * Note this could be annoying if this is just one of a few, 3251 * Note this could be annoying if this is just one of a few,
2871 * so it may not be critical (eg, putting on a ring and you have 3252 * so it may not be critical (eg, putting on a ring and you have
2872 * one cursed ring.) 3253 * one cursed ring.)
2873 */ 3254 */
2874 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3255 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2875 } 3256 }
2876 3257
2877 last = tmp->below; 3258 last = tmp->below;
2878 } 3259 }
2879 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3260 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3032 * 3413 *
3033 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3414 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3034 * 3415 *
3035 * apply_special() doesn't check for unpaid items. 3416 * apply_special() doesn't check for unpaid items.
3036 */ 3417 */
3418
3419#define LACK_ITEM_POWER \
3420 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3421
3037int 3422int
3038apply_special (object *who, object *op, int aflags) 3423apply_special (object *who, object *op, int aflags)
3039{ 3424{
3040 int basic_flag = aflags & AP_BASIC_FLAGS; 3425 int basic_flag = aflags & AP_BASIC_FLAGS;
3041 object *tmp, *tmp2, *skop = NULL; 3426 object *tmp, *tmp2, *skop = NULL;
3056 if (basic_flag == AP_APPLY) 3441 if (basic_flag == AP_APPLY)
3057 return 0; 3442 return 0;
3058 3443
3059 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3444 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3060 { 3445 {
3061 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3446 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3062 return 1; 3447 return 1;
3063 } 3448 }
3064 3449
3065 return unapply_special (who, op, aflags); 3450 return unapply_special (who, op, aflags);
3066 } 3451 }
3067
3068 if (basic_flag == AP_UNAPPLY) 3452 else if (basic_flag == AP_UNAPPLY)
3069 return 0; 3453 return 0;
3070 3454
3071 // if the item is combat/ranged, wield the relevant slot first 3455 // if the item is combat/ranged, wield the relevant slot first
3072 // to resolve conflicts. 3456 // to resolve conflicts.
3073 if (player *pl = who->contr) 3457 if (player *pl = who->contr)
3082 /* Can't just apply this object. Lets see what not and what to do */ 3466 /* Can't just apply this object. Lets see what not and what to do */
3083 if (int i = can_apply_object (who, op)) 3467 if (int i = can_apply_object (who, op))
3084 { 3468 {
3085 if (i & CAN_APPLY_NEVER) 3469 if (i & CAN_APPLY_NEVER)
3086 { 3470 {
3087 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3471 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3088 return 1; 3472 return 1;
3089 } 3473 }
3090 else if (i & CAN_APPLY_RESTRICTION) 3474 else if (i & CAN_APPLY_RESTRICTION)
3091 { 3475 {
3092 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3476 who->failmsg (format (
3477 "You have a prohibition against using a %s. "
3478 "H<Your belief, profession or class prevents you from applying this item.>",
3479 query_name (op)
3480 ));
3093 return 1; 3481 return 1;
3094 } 3482 }
3095 3483
3096 if (who->type != PLAYER) 3484 if (who->type != PLAYER)
3097 { 3485 {
3101 } 3489 }
3102 else 3490 else
3103 { 3491 {
3104 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3492 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3105 { 3493 {
3106 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3494 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3107 unapply_for_ob (who, op, AP_PRINT); 3495 unapply_for_ob (who, op, AP_PRINT);
3108 return 1; 3496 return 1;
3109 } 3497 }
3110 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3498 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3111 if (unapply_for_ob (who, op, aflags)) 3499 if (unapply_for_ob (who, op, aflags))
3117 { 3505 {
3118 skop = find_skill_by_name (who, op->skill); 3506 skop = find_skill_by_name (who, op->skill);
3119 3507
3120 if (!skop) 3508 if (!skop)
3121 { 3509 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3510 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3123 return 1; 3511 return 1;
3124 } 3512 }
3125 else 3513 else
3126 /* While experience will be credited properly, we want to change the 3514 /* While experience will be credited properly, we want to change the
3127 * skill so that the dam and wc get updated 3515 * skill so that the dam and wc get updated
3128 */ 3516 */
3129 who->change_skill (skop); 3517 who->change_skill (skop);
3130 } 3518 }
3131 3519
3132 if (who->type == PLAYER 3520 if (!check_item_power (who, op->item_power))
3133 && op->item_power
3134 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3135 { 3521 {
3136 new_draw_info (NDI_UNIQUE, 0, who,
3137 "Equipping that combined with other items would consume your soul! " 3522 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3138 "[use the skills command to check your available item power]");
3139 return 1; 3523 return 1;
3140 } 3524 }
3141 3525
3142 /* Ok. We are now at the state where we can apply the new object. 3526 /* Ok. We are now at the state where we can apply the new object.
3143 * Note that we don't have the checks for can_use_... 3527 * Note that we don't have the checks for can_use_...
3144 * below - that is already taken care of by can_apply_object. 3528 * below - that is already taken care of by can_apply_object.
3145 */ 3529 */
3146 if (op->nrof > 1) 3530 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3147 tmp = get_split_ob (op, op->nrof - 1);
3148 else
3149 tmp = 0;
3150 3531
3151 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3532 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3152 return RESULT_INT (0); 3533 return RESULT_INT (0);
3153 3534
3154 switch (op->type) 3535 switch (op->type)
3155 { 3536 {
3156 case WEAPON: 3537 case WEAPON:
3157 if (!check_weapon_power (who, op->last_eat))
3158 {
3159 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3160 "It would consume your soul!.");
3161
3162 if (tmp)
3163 insert_ob_in_ob (tmp, who);
3164
3165 return 1;
3166 }
3167
3168 //TODO: this obviously fails for players using a shorter prefix 3538 //TODO: this obviously fails for players using a shorter prefix
3169 // i.e. "R" can use Ragnarok's sword. 3539 // i.e. "R" can use Ragnarok's sword.
3170 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3540 if (op->level && !op->name.starts_with (who->name))
3171 { 3541 {
3172 /* if the weapon does not have the name as the character, can't use it. */ 3542 /* if the weapon does not have the name as the character, can't use it. */
3173 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3543 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3174 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3544 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3175 3545
3176 if (tmp) 3546 if (tmp)
3177 insert_ob_in_ob (tmp, who); 3547 insert_ob_in_ob (tmp, who);
3178 3548
3179 return 1; 3549 return 1;
3180 } 3550 }
3181 3551
3182 if (!skop) 3552 if (!skop)
3183 { 3553 {
3184 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3554 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3185 return 1; 3555 return 1;
3186 } 3556 }
3187 3557
3188 SET_FLAG (op, FLAG_APPLIED); 3558 SET_FLAG (op, FLAG_APPLIED);
3189 who->change_skill (skop); 3559 who->change_skill (skop);
3190 3560
3191 if (who->contr) 3561 if (who->contr)
3192 who->change_weapon (who->contr->combat_ob = op); 3562 who->change_weapon (who->contr->combat_ob = op);
3193 3563
3194 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3564 who->statusmsg (format ("You wield %s.", query_name (op)));
3195 3565
3196 SET_FLAG (who, FLAG_READY_WEAPON); 3566 SET_FLAG (who, FLAG_READY_WEAPON);
3197 change_abil (who, op); 3567 change_abil (who, op);
3198 break; 3568 break;
3199 3569
3206 case BRACERS: 3576 case BRACERS:
3207 case CLOAK: 3577 case CLOAK:
3208 case RING: 3578 case RING:
3209 case AMULET: 3579 case AMULET:
3210 SET_FLAG (op, FLAG_APPLIED); 3580 SET_FLAG (op, FLAG_APPLIED);
3211 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3581 who->statusmsg (format ("You wear %s.", query_name (op)));
3212 change_abil (who, op); 3582 change_abil (who, op);
3213 break; 3583 break;
3214
3215 case LAMP:
3216 if (op->stats.food < 1)
3217 {
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3219 return 1;
3220 }
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3223 tmp2 = arch_to_object (op->other_arch);
3224 tmp2->stats.food = op->stats.food;
3225 SET_FLAG (tmp2, FLAG_APPLIED);
3226
3227 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3228 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3229
3230 insert_ob_in_ob (tmp2, who);
3231
3232 /* Remove the old lantern */
3233 if (who->type == PLAYER)
3234 esrv_del_item (who->contr, op->count);
3235
3236 op->destroy ();
3237
3238 /* insert the portion that was split off */
3239 if (tmp)
3240 {
3241 insert_ob_in_ob (tmp, who);
3242 if (who->type == PLAYER)
3243 esrv_send_item (who, tmp);
3244 }
3245
3246 who->update_stats ();
3247
3248 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3249 if (who->type == PLAYER)
3250 {
3251 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3252 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3253 }
3254
3255 if (who->type == PLAYER)
3256 esrv_send_item (who, tmp2);
3257
3258 return 0;
3259 3584
3260 case SKILL_TOOL: 3585 case SKILL_TOOL:
3261 // applying a skill tool also readies the skill 3586 // applying a skill tool also readies the skill
3262 SET_FLAG (op, FLAG_APPLIED); 3587 SET_FLAG (op, FLAG_APPLIED);
3263 3588
3284 who->change_weapon (pl->combat_ob = item); 3609 who->change_weapon (pl->combat_ob = item);
3285 goto found_weapon; 3610 goto found_weapon;
3286 } 3611 }
3287 } 3612 }
3288 3613
3614 who->failmsg (format (
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3615 "You need to apply a '%s' melee weapon before readying this skill. "
3616 "H<Some skills need an item, in this case a melee weapon, to function.>",
3617 &op->skill
3618 ));
3290 return 1; 3619 return 1;
3291 3620
3292 found_weapon:; 3621 found_weapon:;
3293 } 3622 }
3294 else 3623 else
3304 //TODO: bows should/must all have skill missile weapon right now 3633 //TODO: bows should/must all have skill missile weapon right now
3305 who->change_weapon (pl->ranged_ob = item); 3634 who->change_weapon (pl->ranged_ob = item);
3306 goto found_bow; 3635 goto found_bow;
3307 } 3636 }
3308 3637
3638 who->failmsg (
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3639 "You need to apply a missile weapon before readying this skill. "
3640 "H<Some skills need an item, in this case a missile weapon, to function.>"
3641 );
3310 return 1; 3642 return 1;
3311 3643
3312 found_bow:; 3644 found_bow:;
3313 } 3645 }
3314 else 3646 else
3315 who->change_weapon (pl->ranged_ob = op); 3647 who->change_weapon (pl->ranged_ob = op);
3316 } 3648 }
3317 3649
3318 if (!op->invisible) 3650 if (!op->invisible)
3319 { 3651 {
3320 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3652 who->statusmsg (format (
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3653 "You ready %s."
3654 "You can now use the skill: %s.",
3655 query_name (op),
3656 &op->skill
3657 ));
3322 } 3658 }
3323 else 3659 else
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3660 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3325 } 3661 }
3326 else 3662 else
3327 { 3663 {
3328 SET_FLAG (op, FLAG_APPLIED); 3664 SET_FLAG (op, FLAG_APPLIED);
3329 change_abil (who, op); 3665 change_abil (who, op);
3332 } 3668 }
3333 3669
3334 break; 3670 break;
3335 3671
3336 case BOW: 3672 case BOW:
3337 if (!check_weapon_power (who, op->last_eat)) 3673 if (op->level && !op->name.starts_with (who->name))
3338 { 3674 {
3339 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3675 who->failmsg ("The weapon does not recognize you as its owner. "
3340 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3676 "H<Its name indicates that it belongs to somebody else.>");
3341
3342 if (tmp)
3343 insert_ob_in_ob (tmp, who);
3344
3345 return 1;
3346 }
3347
3348 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3349 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3351 if (tmp) 3677 if (tmp)
3352 insert_ob_in_ob (tmp, who); 3678 insert_ob_in_ob (tmp, who);
3353 3679
3354 return 1; 3680 return 1;
3355 } 3681 }
3360 case HORN: 3686 case HORN:
3361 /* check for skill, alter player status */ 3687 /* check for skill, alter player status */
3362 3688
3363 if (!skop) 3689 if (!skop)
3364 { 3690 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3691 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3366 return 1; 3692 return 1;
3367 } 3693 }
3368 3694
3369 SET_FLAG (op, FLAG_APPLIED); 3695 SET_FLAG (op, FLAG_APPLIED);
3370 who->change_skill (skop); 3696 who->change_skill (skop);
3371 3697
3372 if (who->contr) 3698 if (who->contr)
3373 { 3699 {
3374 who->contr->ranged_ob = op; 3700 who->contr->ranged_ob = op;
3375 3701
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3702 who->statusmsg (format ("You ready %s.", query_name (op)));
3377 3703
3378 if (op->type == BOW) 3704 if (op->type == BOW)
3379 { 3705 {
3380 who->current_weapon = op; 3706 who->current_weapon = op;
3381 change_abil (who, op); 3707 change_abil (who, op);
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3708 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3384 } 3709 }
3385 } 3710 }
3386 else 3711 else
3387 { 3712 {
3388 if (op->type == BOW) 3713 if (op->type == BOW)
3398 { 3723 {
3399 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3724 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3400 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3725 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3401 unapply_special (who, who->contr->ranged_ob, 0); 3726 unapply_special (who, who->contr->ranged_ob, 0);
3402 3727
3403 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3728 who->statusmsg (format ("You ready your %s.", query_name (op)));
3404 3729
3405 who->contr->ranged_ob = op; 3730 who->contr->ranged_ob = op;
3406 } 3731 }
3407 break; 3732 break;
3408 3733
3409 default: 3734 default:
3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3735 who->statusmsg (format ("You apply %s.", query_name (op)));
3411 } /* end of switch op->type */ 3736 }
3412 3737
3413 SET_FLAG (op, FLAG_APPLIED); 3738 SET_FLAG (op, FLAG_APPLIED);
3414 3739
3415 if (tmp) 3740 if (tmp)
3416 tmp = insert_ob_in_ob (tmp, who); 3741 who->insert (tmp);
3417 3742
3418 who->update_stats (); 3743 who->update_stats ();
3419 3744
3420 /* We exclude spell casting objects. The fire code will set the 3745 /* We exclude spell casting objects. The fire code will set the
3421 * been applied flag when they are used - until that point, 3746 * been applied flag when they are used - until that point,
3423 */ 3748 */
3424 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3749 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3425 SET_FLAG (op, FLAG_BEEN_APPLIED); 3750 SET_FLAG (op, FLAG_BEEN_APPLIED);
3426 3751
3427 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3752 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3428 {
3429 if (who->type == PLAYER) 3753 if (who->type == PLAYER)
3430 { 3754 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3755 who->failmsg (
3756 "Oops, it feels deadly cold! "
3757 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3758 );
3432 SET_FLAG (op, FLAG_KNOWN_CURSED); 3759 SET_FLAG (op, FLAG_KNOWN_CURSED);
3433 } 3760 }
3434 }
3435 3761
3436 if (who->type == PLAYER) 3762 if (object *pl = op->visible_to ())
3437 {
3438 /* if multiple objects were applied, update both slots */
3439 if (tmp)
3440 esrv_send_item (who, tmp);
3441
3442 esrv_send_item (who, op); 3763 esrv_send_item (pl, op);
3443 }
3444 3764
3445 return 0; 3765 return 0;
3446} 3766}
3447 3767
3448int 3768int
3449monster_apply_special (object *who, object *op, int aflags) 3769monster_apply_special (object *who, object *op, int aflags)
3450{ 3770{
3451 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3771 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3452 return 1; 3772 return 1;
3773
3453 return apply_special (who, op, aflags); 3774 return apply_special (who, op, aflags);
3454} 3775}
3455 3776
3456/** 3777/**
3457 * Map was just loaded, handle op's initialisation. 3778 * Map was just loaded, handle op's initialisation.
3461int 3782int
3462auto_apply (object *op) 3783auto_apply (object *op)
3463{ 3784{
3464 object *tmp = NULL, *tmp2; 3785 object *tmp = NULL, *tmp2;
3465 int i; 3786 int i;
3787
3788 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 3789
3467 switch (op->type) 3790 switch (op->type)
3468 { 3791 {
3469 case SHOP_FLOOR: 3792 case SHOP_FLOOR:
3470 if (!op->has_random_items ()) 3793 if (!op->has_random_items ())
3472 3795
3473 do 3796 do
3474 { 3797 {
3475 i = 10; /* let's give it 10 tries */ 3798 i = 10; /* let's give it 10 tries */
3476 while ((tmp = generate_treasure (op->randomitems, 3799 while ((tmp = generate_treasure (op->randomitems,
3477 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3800 op->stats.exp
3801 ? (int) op->stats.exp
3802 : max (op->map->difficulty, 5)))
3803 == NULL && --i);
3804
3478 if (tmp == NULL) 3805 if (tmp == NULL)
3479 return 0; 3806 return 0;
3807
3480 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3808 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3481 { 3809 {
3482 tmp->destroy (); 3810 tmp->destroy ();
3483 tmp = NULL; 3811 tmp = NULL;
3484 } 3812 }
3487 3815
3488 tmp->x = op->x; 3816 tmp->x = op->x;
3489 tmp->y = op->y; 3817 tmp->y = op->y;
3490 SET_FLAG (tmp, FLAG_UNPAID); 3818 SET_FLAG (tmp, FLAG_UNPAID);
3491 insert_ob_in_map (tmp, op->map, NULL, 0); 3819 insert_ob_in_map (tmp, op->map, NULL, 0);
3492 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3493 identify (tmp); 3820 identify (tmp);
3494 break; 3821 break;
3495 3822
3496 case TREASURE: 3823 case TREASURE:
3497 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3824 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3504 /* If we generated an object and put it in this object inventory, 3831 /* If we generated an object and put it in this object inventory,
3505 * move it to the parent object as the current object is about 3832 * move it to the parent object as the current object is about
3506 * to disappear. An example of this item is the random_* stuff 3833 * to disappear. An example of this item is the random_* stuff
3507 * that is put inside other objects. 3834 * that is put inside other objects.
3508 */ 3835 */
3509 for (tmp = op->inv; tmp; tmp = tmp2)
3510 {
3511 tmp2 = tmp->below;
3512 tmp->remove ();
3513
3514 if (op->env) 3836 if (op->env)
3515 insert_ob_in_ob (tmp, op->env); 3837 while (op->inv)
3516 else 3838 op->env->insert (op->inv);
3517 tmp->destroy ();
3518 }
3519 3839
3520 op->destroy (); 3840 op->destroy ();
3521 break; 3841 break;
3522 } 3842 }
3523 return tmp ? 1 : 0; 3843
3844 return !!tmp;
3524} 3845}
3525 3846
3526/** 3847/**
3527 * fix_auto_apply goes through the entire map every time a map 3848 * fix_auto_apply goes through the entire map every time a map
3528 * is loaded or swapped in and performs special actions for 3849 * is loaded or swapped in and performs special actions for
3542 3863
3543 if (tmp->inv) 3864 if (tmp->inv)
3544 { 3865 {
3545 object *invtmp, *invnext; 3866 object *invtmp, *invnext;
3546 3867
3547 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3868 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3548 { 3869 {
3549 invnext = invtmp->below; 3870 invnext = invtmp->below;
3550 3871
3551 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3872 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3552 auto_apply (invtmp); 3873 auto_apply (invtmp);
3553 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3874 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3554 { 3875 {
3555 while ((invtmp->stats.hp--) > 0) 3876 while (invtmp->stats.hp-- > 0)
3556 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3557 3878
3558 invtmp->randomitems = NULL; 3879 invtmp->randomitems = NULL;
3559 } 3880 }
3560 else if (invtmp && invtmp->arch 3881 else if (invtmp && invtmp->arch
3621 } 3942 }
3622 3943
3623 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3624 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3945 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3625 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3946 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3626 check_trigger (tmp, tmp->above); 3947 check_trigger (tmp, tmp->above, tmp->above);
3627} 3948}
3628 3949
3629/** 3950/**
3630 * Handles player eating food that temporarily changes status (resistances, stats). 3951 * Handles player eating food that temporarily changes status (resistances, stats).
3631 * This used to call cast_change_attr(), but 3952 * This used to call cast_change_attr(), but
3636eat_special_food (object *who, object *food) 3957eat_special_food (object *who, object *food)
3637{ 3958{
3638 object *force; 3959 object *force;
3639 int i, did_one = 0; 3960 int i, did_one = 0;
3640 3961
3641 force = get_archetype (FORCE_NAME); 3962 char buf[64];
3963 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3964 shstr key (buf);
3642 3965
3643 for (i = 0; i < NUM_STATS; i++)
3644 if (sint8 k = food->stats.stat (i))
3645 {
3646 force->stats.stat (i) = k;
3647 did_one = 1;
3648 }
3649
3650 /* check if we can protect the eater */
3651 for (i = 0; i < NROFATTACKS; i++)
3652 {
3653 if (food->resist[i] > 0)
3654 {
3655 force->resist[i] = food->resist[i] / 2;
3656 did_one = 1;
3657 }
3658 }
3659
3660 if (did_one)
3661 {
3662 force->set_speed (0.1);
3663 /* bigger morsel of food = longer effect time */ 3966 /* bigger morsel of food = longer effect time */
3664 force->duration = food->stats.food / 5; 3967 int duration = TIME2TICK (food->stats.food);
3665 SET_FLAG (force, FLAG_APPLIED); 3968
3666 change_abil (who, force); 3969 if (force = who->force_find (key))
3667 insert_ob_in_ob (force, who); 3970 {
3971 if (duration > abs (force->speed_left / force->speed))
3972 {
3973 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));
3974 force->force_set_timer (duration);
3975 }
3976 else
3977 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3978
3979 return;
3668 } 3980 }
3669 else 3981 else
3982 {
3983 force = who->force_add (key, duration);
3984 force->name = key;
3985
3986 /* check if the food affects a stat */
3987 for (i = 0; i < NUM_STATS; i++)
3988 if (sint8 k = food->stats.stat (i))
3989 {
3990 force->stats.stat (i) = k;
3991 did_one = 1;
3992 }
3993
3994 /* check if we can protect the eater */
3995 for (i = 0; i < NROFATTACKS; i++)
3996 {
3997 if (food->resist[i] > 0)
3998 {
3999 force->resist[i] = food->resist[i];
4000 did_one = 1;
4001 }
4002 }
4003
4004 if (did_one)
4005 {
4006 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));
4007
4008 /* make the force take effect and report effects to user */
4009 change_abil (who, force);
4010 }
4011 else
3670 force->destroy (); 4012 force->destroy ();
4013 }
3671 4014
3672 /* check for hp, sp change */ 4015 /* check for hp, sp change */
3673 if (food->stats.hp != 0) 4016 if (food->stats.hp != 0)
3674 { 4017 {
3675 if (QUERY_FLAG (food, FLAG_CURSED)) 4018 if (QUERY_FLAG (food, FLAG_CURSED))
3676 { 4019 {
3677 assign (who->contr->killer, food->name); 4020 who->contr->killer = food;
3678 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4021 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3679 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3680 } 4023 }
3681 else 4024 else
3682 { 4025 {
3683 if (food->stats.hp > 0) 4026 if (food->stats.hp > 0)
3684 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4027 who->statusmsg ("You begin to feel better.");
3685 else 4028 else
3686 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4029 who->failmsg ("Eck!...that was poisonous!");
4030
3687 who->stats.hp += food->stats.hp; 4031 who->stats.hp += food->stats.hp;
3688 } 4032 }
3689 } 4033 }
4034
3690 if (food->stats.sp != 0) 4035 if (food->stats.sp != 0)
3691 { 4036 {
3692 if (QUERY_FLAG (food, FLAG_CURSED)) 4037 if (QUERY_FLAG (food, FLAG_CURSED))
3693 { 4038 {
3694 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4039 who->failmsg ("You are drained of mana!");
3695 who->stats.sp -= food->stats.sp; 4040 who->stats.sp -= food->stats.sp;
3696 if (who->stats.sp < 0) 4041 if (who->stats.sp < 0)
3697 who->stats.sp = 0; 4042 who->stats.sp = 0;
3698 } 4043 }
3699 else 4044 else
3700 { 4045 {
3701 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4046 who->statusmsg ("You feel a rush of magical energy!");
3702 who->stats.sp += food->stats.sp; 4047 who->stats.sp += food->stats.sp;
3703 /* place limit on max sp from food? */ 4048 /* place limit on max sp from food? */
3704 } 4049 }
3705 } 4050 }
4051
3706 who->update_stats (); 4052 who->update_stats ();
3707}
3708
3709/**
3710 * Designed primarily to light torches/lanterns/etc.
3711 * Also burns up burnable material too. First object in the inventory is
3712 * the selected object to "burn". -b.t.
3713 */
3714void
3715apply_lighter (object *who, object *lighter)
3716{
3717 object *item;
3718 int is_player_env = 0;
3719
3720 item = find_marked_object (who);
3721 if (item)
3722 {
3723 if (lighter->last_eat && lighter->stats.food)
3724 { /* lighter gets used up */
3725 /* Split multiple lighters if they're being used up. Otherwise *
3726 * one charge from each would be used up. --DAMN */
3727 if (lighter->nrof > 1)
3728 {
3729 object *oneLighter = lighter->clone ();
3730
3731 lighter->nrof -= 1;
3732 oneLighter->nrof = 1;
3733 oneLighter->stats.food--;
3734 esrv_send_item (who, lighter);
3735 oneLighter = insert_ob_in_ob (oneLighter, who);
3736 esrv_send_item (who, oneLighter);
3737 }
3738 else
3739 lighter->stats.food--;
3740 }
3741 else if (lighter->last_eat)
3742 { /* no charges left in lighter */
3743 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3744 return;
3745 }
3746
3747 /* Perhaps we should split what we are trying to light on fire?
3748 * I can't see many times when you would want to light multiple
3749 * objects at once.
3750 */
3751
3752 if (who == item->in_player ())
3753 is_player_env = 1;
3754
3755 save_throw_object (item, AT_FIRE, who);
3756
3757 if (item->destroyed ())
3758 {
3759 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3760 /* Need to update the player so that the players glow radius
3761 * gets changed.
3762 */
3763 if (is_player_env)
3764 who->update_stats ();
3765 }
3766 else
3767 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3768 }
3769 else /* nothing to light */
3770 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3771
3772}
3773
3774/**
3775 * op made some mistake with a scroll, this takes care of punishment.
3776 * scroll_failure()- hacked directly from spell_failure
3777 */
3778void
3779scroll_failure (object *op, int failure, int power)
3780{
3781 if (abs (failure / 4) > power)
3782 power = abs (failure / 4); /* set minimum effect */
3783
3784 if (failure <= -1 && failure > -15)
3785 { /* wonder */
3786 object *tmp;
3787
3788 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3789 tmp = get_archetype (SPELL_WONDER);
3790 cast_wonder (op, op, 0, tmp);
3791 tmp->destroy ();
3792 }
3793 else if (failure <= -15 && failure > -35)
3794 { /* drain mana */
3795 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3796 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3797 if (op->stats.sp < 0)
3798 op->stats.sp = 0;
3799 }
3800 else if (settings.spell_failure_effects == TRUE)
3801 {
3802 if (failure <= -35 && failure > -60)
3803 { /* confusion */
3804 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3805 confuse_player (op, op, power);
3806 }
3807 else if (failure <= -60 && failure > -70)
3808 { /* paralysis */
3809 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3810 paralyze_player (op, op, power);
3811 }
3812 else if (failure <= -70 && failure > -80)
3813 { /* blind */
3814 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3815 blind_player (op, op, power);
3816 }
3817 else if (failure <= -80)
3818 { /* blast the immediate area */
3819 object *tmp = get_archetype (LOOSE_MANA);
3820 cast_magic_storm (op, tmp, power);
3821 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3822 tmp->destroy ();
3823 }
3824 }
3825} 4053}
3826 4054
3827void 4055void
3828apply_changes_to_player (object *pl, object *change) 4056apply_changes_to_player (object *pl, object *change)
3829{ 4057{
3846 */ 4074 */
3847 int i, j; 4075 int i, j;
3848 4076
3849 for (i = 0; i < NUM_STATS; i++) 4077 for (i = 0; i < NUM_STATS; i++)
3850 { 4078 {
3851 int race_bonus = pl->arch->clone.stats.stat (i); 4079 int race_bonus = pl->arch->stats.stat (i);
3852 sint8 stat = stats->stat (i) + ns->stat (i); 4080 sint8 stat = stats->stat (i) + ns->stat (i);
3853 4081
3854 if (stat > 20 + race_bonus) 4082 if (stat > 20 + race_bonus)
3855 { 4083 {
3856 excess_stat++; 4084 excess_stat++;
3866 4094
3867 if (i == CHA) 4095 if (i == CHA)
3868 continue; /* exclude cha from this */ 4096 continue; /* exclude cha from this */
3869 4097
3870 int stat = stats->stat (i); 4098 int stat = stats->stat (i);
3871 int race_bonus = pl->arch->clone.stats.stat (i); 4099 int race_bonus = pl->arch->stats.stat (i);
3872 if (stat < 20 + race_bonus) 4100 if (stat < 20 + race_bonus)
3873 { 4101 {
3874 change_attr_value (stats, i, 1); 4102 change_attr_value (stats, i, 1);
3875 excess_stat--; 4103 excess_stat--;
3876 } 4104 }
3877 } 4105 }
3878 4106
3879 /* insert the randomitems from the change's treasurelist into 4107 /* insert the randomitems from the change's treasurelist into
3880 * the player ref: player.c 4108 * the player ref: player.c
3881 */ 4109 */
3882 if (change->randomitems != NULL) 4110 if (change->randomitems)
3883 give_initial_items (pl, change->randomitems); 4111 give_initial_items (pl, change->randomitems);
3884 4112
3885 /* set up the face, for some races. */ 4113 /* set up the face, for some races. */
3886 4114
3887 /* first, look for the force object banning 4115 /* first, look for the force object banning
3888 * changing the face. Certain races never change face with class. 4116 * changing the face. Certain races never change face with class.
3889 */ 4117 */
3890 for (walk = pl->inv; walk != NULL; walk = walk->below) 4118 for (walk = pl->inv; walk; walk = walk->below)
3891 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4119 if (walk->name == shstr_NOCLASSFACECHANGE)
3892 flag_change_face = 0; 4120 flag_change_face = 0;
3893 4121
3894 if (flag_change_face) 4122 if (flag_change_face)
3895 { 4123 {
3896 pl->animation_id = GET_ANIM_ID (change);
3897 pl->face = change->face; 4124 pl->face = change->face;
3898 4125 pl->animation_id = change->animation_id;
3899 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4126 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3900 SET_FLAG (pl, FLAG_ANIMATE);
3901 else
3902 CLEAR_FLAG (pl, FLAG_ANIMATE);
3903 } 4127 }
3904 4128
3905 /* check the special case of can't use weapons */ 4129 /* check the special case of can't use weapons */
3906 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4130 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3907 if (!strcmp (change->name, "monk")) 4131 if (change->name == shstr_monk)
3908 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4132 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3909 4133
3910 break; 4134 break;
3911 } 4135 }
3912 } 4136 }
3913} 4137}
3914 4138
3915/**
3916 * This handles items of type 'transformer'.
3917 * Basically those items, used with a marked item, transform both items into something
3918 * else.
3919 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3920 * Change information is contained in the 'slaying' field of the marked item.
3921 * The format is as follow: transformer:[number ]yield[;transformer:...].
3922 * This way an item can be transformed in many things, and/or many objects.
3923 * The 'slaying' field for transformer is used as verb for the action.
3924 */
3925void
3926apply_item_transformer (object *pl, object *transformer)
3927{
3928 object *marked;
3929 object *new_item;
3930 char *find;
3931 char *separator;
3932 int yield;
3933 char got[MAX_BUF];
3934 int len;
3935
3936 if (!pl || !transformer)
3937 return;
3938 marked = find_marked_object (pl);
3939 if (!marked)
3940 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3942 return;
3943 }
3944 if (!marked->slaying)
3945 {
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3947 return;
3948 }
3949 /* check whether they are compatible or not */
3950 find = strstr (marked->slaying, transformer->arch->name);
3951 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3952 {
3953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3954 return;
3955 }
3956 find += strlen (transformer->arch->name) + 1;
3957 /* Item can be used, now find how many and what it yields */
3958 if (isdigit (*(find)))
3959 {
3960 yield = atoi (find);
3961 if (yield < 1)
3962 {
3963 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3964 yield = 1;
3965 }
3966 }
3967 else
3968 yield = 1;
3969
3970 while (isdigit (*find))
3971 find++;
3972 while (*find == ' ')
3973 find++;
3974 memset (got, 0, MAX_BUF);
3975 if ((separator = strchr (find, ';')) != NULL)
3976 {
3977 len = separator - find;
3978 }
3979 else
3980 {
3981 len = strlen (find);
3982 }
3983 if (len > MAX_BUF - 1)
3984 len = MAX_BUF - 1;
3985 strcpy (got, find);
3986 got[len] = '\0';
3987
3988 /* Now create new item, remove used ones when required. */
3989 new_item = get_archetype (got);
3990 if (!new_item)
3991 {
3992 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3993 return;
3994 }
3995
3996 new_item->nrof = yield;
3997 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3998 insert_ob_in_ob (new_item, pl);
3999 esrv_send_inventory (pl, pl);
4000 /* Eat up one item */
4001 decrease_ob_nr (marked, 1);
4002 /* Eat one transformer if needed */
4003 if (transformer->stats.food)
4004 if (--transformer->stats.food == 0)
4005 decrease_ob_nr (transformer, 1);
4006}

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