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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.113 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.211 by root, Fri Nov 6 13:31:47 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * 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>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 int success = 0;
99 99
100 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
101 return 0; 101 return 0;
102 102
103 /* 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
104 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
105 */ 105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0; 107 return 0;
108 108
109 marked = find_marked_object (pl);
110 /* 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
111 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
112 */ 111 */
112 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 114 {
115 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
116 { 116 {
117 identify (marked); 117 identify (marked);
118 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));
119 if (marked->msg) 120 if (marked->msg)
120 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
123 } 124 }
124 return money == NULL;
125 } 125 }
126 }
127 126
128 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
129 { 128 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 130 {
132 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
133 { 132 {
134 identify (id); 133 identify (id);
135 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));
136 if (id->msg) 136 if (id->msg)
137 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
144 break; 141 break;
145 } 142 }
146 else 143 else
147 { 144 {
148 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");
149 break; 146 break;
150 } 147 }
151 } 148 }
152 } 149 }
153 if (!success) 150
154 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
155 return money == NULL; 156 return !money;
156} 157}
157 158
158/** 159/**
159 * 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
160 * matching item. 161 * matching item.
161 **/ 162 **/
162static void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 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)
199 { 182 {
200 if (op->type == PLAYER)
201 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
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 186 return 0;
204 } 187 }
205 188
206 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 220 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
238 222
239 depl->destroy (); 223 depl->destroy ();
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
258 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
259 break; 243 break;
260 } 244 }
245
261 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
262 { 247 {
263 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
264 break; 249 break;
265 } 250 }
251
266 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
267 { 253 {
268 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
269 break; 255 break;
270 } 256 }
274 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
275 { 261 {
276 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
277 break; 263 break;
278 } 264 }
265
279 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
280 { 267 {
281 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
282 break; 269 break;
283 } 270 }
271
284 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
285 { 273 {
286 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
287 break; 275 break;
288 } 276 }
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 285 {
298 if (got_one) 286 if (got_one)
299 { 287 {
300 op->update_stats (); 288 op->update_stats ();
301 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 "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
304 } 292 }
305 else 293 else
306 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.");
307 } 295 }
308 else 296 else
309 { /* cursed potion */ 297 { /* cursed potion */
310 if (got_one) 298 if (got_one)
311 { 299 {
312 op->update_stats (); 300 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
314 } 302 }
315 else 303 else
316 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);
317 } 305 }
318 306
319 decrease_ob (tmp); 307 tmp->decrease ();
320 return 1; 308 return 1;
321 } 309 }
322 310
323 311
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 316 */
329 if (tmp->inv) 317 if (tmp->inv)
330 { 318 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 320 {
333 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
334 322 create_exploding_ball_at (op, op->level);
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 323 }
344 else 324 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 326
347 decrease_ob (tmp); 327 tmp->decrease ();
328
348 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 331 op->update_stats ();
332
351 return 1; 333 return 1;
352 } 334 }
353 335
354 /* Deal with protection potions */ 336 /* Deal with protection potions */
355 force = NULL; 337 force = NULL;
357 { 339 {
358 if (tmp->resist[i]) 340 if (tmp->resist[i])
359 { 341 {
360 if (!force) 342 if (!force)
361 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
364 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 */
365 } 348 }
366 } 349 }
350
367 /* This is a protection potion */ 351 /* This is a protection potion */
368 if (force) 352 if (force)
369 { 353 {
370 /* cursed items last longer */ 354 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 363 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 367 change_abil (op, force);
384 decrease_ob (tmp); 368 tmp->decrease ();
385 return 1; 369 return 1;
386 } 370 }
387 371
388 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 373 if (op->type == PLAYER)
390 { /* only for players */ 374 { /* only for players */
391 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)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 379 else
394 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
395 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
397 } 384 }
398 385
399 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 389 * up all the stats.
403 */ 390 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 392 op->update_stats ();
406 decrease_ob (tmp); 393 tmp->decrease ();
407 return 1; 394 return 1;
408} 395}
409 396
410/**************************************************************************** 397/****************************************************************************
411 * Weapon improvement code follows 398 * Weapon improvement code follows
412 ****************************************************************************/ 399 ****************************************************************************/
413 400
414/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
415 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
416 */ 418 */
417static int 419static int
418check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
419{ 421{
420 int count = 0; 422 int count = 0;
421 423
422 424 if (!item)
423 if (item == NULL)
424 return 0; 425 return 0;
425 426
426 op = op->below; 427 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 431 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 432
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597 536static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
649 * 594 *
650 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
653 */ 598 */
654int 599static int
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 612 return 0;
667 } 613 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
761 */ 710 */
762int 711static int
763check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
769 718
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 720 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 722 return 0;
774 } 723 }
775 724
776 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
777 if (!otmp) 727 if (!otmp)
778 { 728 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 730 return 0;
781 } 731 }
782 732
783 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 734 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 736 return 0;
787 } 737 }
788 738
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
790 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
792 return 1; 743 return 1;
793} 744}
794 745
812 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 764 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 766 * changing of physical area right now.
816 */ 767 */
817int 768static int
818improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
819{ 770{
820 object *tmp; 771 object *tmp;
821 772
822 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
823 { 774 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 776 return 0;
826 } 777 }
778
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 782 * of gnarg and what not?)
831 */ 783 */
832 if (armour->title) 784 if (armour->title)
833 { 785 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 787 return 0;
836 } 788 }
837 789
838 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
840 */ 792 */
841 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 794
846 armour->magic++; 795 armour->magic++;
847 796
848 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
849 { 798 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 836
888 if (op->type == PLAYER) 837 if (op->type == PLAYER)
889 { 838 {
890 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 842 op->update_stats ();
893 } 843 }
894 decrease_ob (improver); 844
845 improver->decrease ();
846
895 if (tmp) 847 if (tmp)
896 { 848 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 849
898 esrv_send_item (op, tmp);
899 }
900 return 1; 850 return 1;
901} 851}
902
903 852
904/* 853/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
907 */ 856 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 857 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
917 */ 861 */
918int 862int
919convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
920{ 864{
921 int nr = 0;
922 uint32 price_in; 865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
923 874
924 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
927 */ 878 */
928 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
929 { 880 {
930 int cost;
931
932 if (item->type != MONEY) 881 if (item->type != MONEY)
933 return 0; 882 return 0;
934 883
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 885 if (!nr)
937 return 0; 886 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 887
939 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 889
941 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
943 893
944 price_in = cost * item->value; 894 price_in = cost * item->value;
945 } 895 }
946 else 896 else
947 { 897 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
950 return 0; 901 return 0;
951 902
952 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
953 { 906 {
954 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
957 } 910 }
958 else 911 else
959 { 912 {
960 price_in = item->value; 913 price_in = item->value;
961 item->destroy (); 914 item->destroy ();
962 } 915 }
963 } 916 }
964 917
965 if (converter->inv != NULL) 918 if (converter->inv)
966 { 919 {
967 object *ob; 920 object *ob;
968 int i; 921 int i;
969 object *ob_to_copy; 922 object *ob_to_copy;
970 923
971 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 928 ob_to_copy = ob;
978 } 929
979 } 930 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 933 }
984 else 934 else
985 { 935 {
986 if (converter->other_arch == NULL) 936 if (!conv_to)
987 { 937 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 940 return -1;
991 } 941 }
992 942
993 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 945 }
996 946
997 if (CONV_NR (converter)) 947 if (give)
998 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
999 if (nr) 950 if (nr)
1000 item->nrof *= nr; 951 item->nrof *= nr;
1001 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1003 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 965 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 968 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1011 */ 971 */
1012 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 980 return 1;
1015} 981}
1016 982
1017/** 983/**
1018 * Handle apply on containers. 984 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1022 */ 988 */
1023int 989static int
1024apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1025{ 991{
1026 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1034 1000
1035 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1038 { 1004 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1006 return 1;
1041 } 1007 }
1042 1008
1043 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1045 { 1011 {
1046 if (op->container == sack) 1012 if (op->container_ () == sack)
1047 { 1013 {
1048 // open on ground or inv, so close 1014 // open on ground or inv, so close
1049 op->close_container (); 1015 op->close_container ();
1050 return 1; 1016 return 1;
1051 } 1017 }
1052 else if (!sack->env) 1018 else if (!sack->env)
1053 { 1019 {
1054 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1022 return 1;
1057 } 1023 }
1058 1024
1059 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1060 } 1026 }
1062 { 1028 {
1063 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1030 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1034 return 1;
1069 } 1035 }
1070 1036
1071 // it's locked? 1037 // it's locked?
1072 if (sack->slaying) 1038 if (sack->slaying)
1073 { 1039 {
1074 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1042 else
1077 { 1043 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1045 return 1;
1080 } 1046 }
1081 } 1047 }
1082 1048
1083 op->open_container (sack); 1049 op->open_container (sack);
1094{ 1060{
1095 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1063 return 0;
1098 1064
1099 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1100 { 1066 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1104 */ 1070 */
1105 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1106 { 1072 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1076 * old maps.
1111 */ 1077 */
1112 1078
1113/* push_button (altar);*/ 1079/* push_button (altar);*/
1114 } 1080 }
1115 else 1081 else
1116 { 1082 {
1117 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1118 push_button (altar); 1084 push_button (altar, originator);
1119 } 1085 }
1120 1086
1121 return !sacrifice; 1087 return !sacrifice;
1122 } 1088 }
1123 else 1089 else
1138 double opinion; 1104 double opinion;
1139 object *tmp, *next; 1105 object *tmp, *next;
1140 1106
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1108
1143 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1144 { 1121 {
1145 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1147 * the shop. 1124 * the shop.
1148 */ 1125 */
1152 1129
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1131 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1133
1134 if (i >= 0)
1157 tmp->remove (); 1135 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1136 }
1167 } 1137 }
1168 1138
1169 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1175 */ 1145 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1147 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1150
1182 if (i != -1) 1151 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1153
1185 return 0; 1154 return 0;
1186 } 1155 }
1156
1187 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1189 */ 1159 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1161 }
1192 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1193 { 1163 {
1194 /* this is only used for players */ 1164 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1197 if (shop_mat->msg) 1174 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1178 * actually the shop floor.
1202 */ 1179 */
1203 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1204 { 1181 {
1205 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1206 1183
1207 if (opinion > 0.9) 1184 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1189 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1190 }
1216 } 1191 }
1217 else 1192 else
1218 { 1193 {
1219 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1196 * they are not on the mat anymore
1222 */ 1197 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1199
1225 if (i == -1) 1200 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1202 else
1230 { 1203 {
1231 op->remove (); 1204 op->remove ();
1232 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1243 * Handles applying a sign. 1216 * Handles applying a sign.
1244 */ 1217 */
1245static void 1218static void
1246apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1247{ 1220{
1248 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1249 1223
1250 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1251 { 1225 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 1227 return;
1254 } 1228 }
1255 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1256 if (sign->stats.food) 1239 if (sign->stats.food)
1257 { 1240 {
1258 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1259 { 1242 {
1260 if (!sign->move_on) 1243 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1262 return; 1246 return;
1263 } 1247 }
1264 1248
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1250 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1256 * to us).
1273 */ 1257 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1259 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1277 return; 1261 return;
1278 } 1262 }
1279 1263
1280 if (op->contr) 1264 if (op->contr)
1281 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1282 { 1266 {
1283 msgType = get_readable_message_type (sign); 1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1284 1271
1285 if (ns->can_msg) 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1294} 1306}
1295 1307
1296/** 1308/**
1297 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1312 return; 1324 return;
1313 1325
1314 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1315 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1316 */ 1328 */
1317 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1318 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1319 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1320 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1321 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1322 */ 1334 */
1329 1341
1330 recursion_depth++; 1342 recursion_depth++;
1331 if (trap->head) 1343 if (trap->head)
1332 trap = trap->head; 1344 trap = trap->head;
1333 1345
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335 goto leave;
1336
1337 switch (trap->type) 1347 switch (trap->type)
1338 { 1348 {
1339 case PLAYERMOVER: 1349 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1341 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1342 if (!trap->stats.maxsp) 1422 if (!trap->value)
1343 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1344 1425
1345 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1346 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1347 */ 1441 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1349 1443
1350 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1351 * above with some objects have zero speed, and thus the player 1445 {
1352 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1353 */ 1455 }
1354 if (victim->speed_left < -50.f) 1456 break;
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 } 1457 }
1358 goto leave;
1359 1458
1360 case SPINNER: 1459 case CONVERTER:
1361 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1362 {
1363 victim->direction = absdir (victim->direction - trap->stats.sp);
1364 update_turn_face (victim);
1365 }
1366 goto leave;
1367
1368 case DIRECTOR:
1369 if (victim->direction && !should_director_abort (trap, victim))
1370 {
1371 victim->direction = trap->stats.sp;
1372 update_turn_face (victim);
1373 }
1374 goto leave;
1375
1376 case BUTTON:
1377 case PEDESTAL:
1378 update_button (trap);
1379 goto leave;
1380
1381 case ALTAR:
1382 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator);
1384 goto leave;
1385
1386 case THROWN_OBJ:
1387 if (trap->inv == NULL)
1388 goto leave;
1389 /* fallthrough */
1390
1391 case ARROW:
1392 /* bad bug: monster throw a object, make a step forwards, step on object ,
1393 * trigger this here and get hit by own missile - and will be own enemy.
1394 * Victim then is his own enemy and will start to kill herself (this is
1395 * removed) but we have not synced victim and his missile. To avoid senseless
1396 * action, we avoid hits here
1397 */
1398 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399 hit_with_arrow (trap, victim);
1400 goto leave;
1401
1402 case SPELL_EFFECT:
1403 apply_spell_effect (trap, victim);
1404 goto leave;
1405
1406 case TRAPDOOR:
1407 {
1408 int max, sound_was_played;
1409 object *ab, *ab_next;
1410
1411 if (!trap->value)
1412 { 1461 {
1413 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1414 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1418
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave;
1421
1422 SET_ANIMATION (trap, trap->value);
1423 update_object (trap, UP_OBJ_FACE);
1424 } 1464 }
1425 1465
1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1427 { 1488 {
1428 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1429 * ab->above would be bogus 1490 * players output.
1430 */ 1491 */
1431 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1432 1494
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1434 { 1496 victim->enter_exit (trap);
1435 if (!sound_was_played)
1436 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1438 sound_was_played = 1;
1439 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1442 }
1443 } 1497 }
1444 goto leave; 1498 break;
1445 }
1446 1499
1447
1448 case CONVERTER:
1449 if (convert_item (victim, trap) < 0)
1450 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1452 get_archetype ("burnout")->insert_at (trap, trap);
1453 }
1454
1455 goto leave;
1456
1457 case TRIGGER_BUTTON:
1458 case TRIGGER_PEDESTAL:
1459 case TRIGGER_ALTAR:
1460 check_trigger (trap, victim);
1461 goto leave;
1462
1463 case DEEP_SWAMP:
1464 walk_on_deep_swamp (trap, victim);
1465 goto leave;
1466
1467 case CHECK_INV:
1468 check_inv (victim, trap);
1469 goto leave;
1470
1471 case HOLE:
1472 /* Hole not open? */
1473 if (trap->stats.wc > 0)
1474 goto leave;
1475
1476 /* Is this a multipart monster and not the head? If so, return.
1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1496 victim->enter_exit (trap);
1497 }
1498 goto leave;
1499
1500 case ENCOUNTER: 1500 case ENCOUNTER:
1501 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1502 goto leave; 1502 break;
1503 1503
1504 case SHOP_MAT: 1504 case SHOP_MAT:
1505 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1506 goto leave; 1506 break;
1507 1507
1508 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1511 goto leave; 1511 break;
1512 1512
1513 case SIGN: 1513 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1515 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1516 1516
1517 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1518 goto leave; 1518 break;
1519 1519
1520 case CONTAINER: 1520 case CONTAINER:
1521 apply_container (victim, trap); 1521 apply_container (victim, trap);
1522 goto leave; 1522 break;
1523 1523
1524 case RUNE: 1524 case RUNE:
1525 case TRAP: 1525 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1529 } 1528 break;
1530 goto leave;
1531 1529
1532 default: 1530 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 goto leave; 1533 break;
1536 } 1534 }
1537 1535
1538leave:
1539 recursion_depth--; 1536 recursion_depth--;
1540} 1537}
1541 1538
1542/** 1539/**
1543 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1548 int lev_diff; 1545 int lev_diff;
1549 object *skill_ob; 1546 object *skill_ob;
1550 1547
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1549 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1554 return; 1551 return;
1555 } 1552 }
1556 1553
1557 if (!tmp->msg) 1554 if (!tmp->msg)
1558 { 1555 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1556 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1560 return; 1557 return;
1561 } 1558 }
1562 1559
1563 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1562 if (!skill_ob)
1566 { 1563 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1565 return;
1569 } 1566 }
1570 1567
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1570 {
1574 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1580 else if (lev_diff < 8)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1582 else if (lev_diff < 15)
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1584 else
1585 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1586 return; 1577 return;
1587 } 1578 }
1588 1579
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1590 1581
1591 if (player *pl = op->contr) 1582 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1583 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1604 msgType->message_type, msgType->message_subtype,
1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1606 long_desc (tmp, op), &tmp->msg);
1607 1585
1608 /* gain xp from reading */ 1586 /* gain xp from reading */
1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */ 1588 { /* only if not read before */
1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 { 1592 {
1615 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617 1595
1618 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 } 1598 }
1624 1599
1625 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1626 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 } 1602 }
1628} 1603}
1629 1604
1630/** 1605/**
1606 * op made some mistake with a scroll, this takes care of punishment.
1607 * scroll_failure()- hacked directly from spell_failure
1608 */
1609static void
1610scroll_failure (object *op, int failure, int power)
1611{
1612 if (abs (failure / 4) > power)
1613 power = abs (failure / 4); /* set minimum effect */
1614
1615 if (failure <= -1 && failure > -15)
1616 { /* wonder */
1617 object *tmp;
1618
1619 op->failmsg ("Your spell warps!");
1620 tmp = get_archetype (SPELL_WONDER);
1621 cast_wonder (op, op, 0, tmp);
1622 tmp->destroy ();
1623 }
1624 else if (failure <= -15 && failure > -35)
1625 { /* drain mana */
1626 op->failmsg ("Your mana is drained!");
1627 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1628 if (op->stats.sp < 0)
1629 op->stats.sp = 0;
1630 }
1631 else if (settings.spell_failure_effects == TRUE)
1632 {
1633 if (failure <= -35 && failure > -60)
1634 { /* confusion */
1635 op->failmsg ("The magic recoils on you!");
1636 confuse_player (op, op, power);
1637 }
1638 else if (failure <= -60 && failure > -70)
1639 { /* paralysis */
1640 op->failmsg ("The magic recoils and paralyzes you!");
1641 paralyze_player (op, op, power);
1642 }
1643 else if (failure <= -70 && failure > -80)
1644 { /* blind */
1645 op->failmsg ("The magic recoils on you!");
1646 blind_player (op, op, power);
1647 }
1648 else if (failure <= -80)
1649 { /* blast the immediate area */
1650 object *tmp = get_archetype (LOOSE_MANA);
1651 cast_magic_storm (op, tmp, power);
1652 op->failmsg ("You unleash uncontrolled mana!");
1653 tmp->destroy ();
1654 }
1655 }
1656}
1657
1658/**
1631 * Handles the applying of a skill scroll, calling learn_skill straight. 1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1632 * op is the person learning the skill, tmp is the skill scroll object 1660 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1661 */
1634static void 1662static void
1635apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1636{ 1664{
1637 switch ((int) learn_skill (op, tmp)) 1665 switch (learn_skill (op, tmp))
1638 { 1666 {
1639 case 0: 1667 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1668 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1670 break;
1643 1671
1644 case 1: 1672 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1673 tmp->decrease ();
1674 op->play_sound (sound_find ("skill_learn"));
1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1676 break;
1648 1677
1649 default: 1678 default:
1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1651 decrease_ob (tmp);
1652 return; 1682 break;
1653 } 1683 }
1654} 1684}
1655 1685
1656/** 1686/**
1657 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1677 return; 1707 return;
1678 } 1708 }
1679 return; 1709 return;
1680 } 1710 }
1681 1711
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1713
1683 tmp = spell->clone (); 1714 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1715 insert_ob_in_ob (tmp, op);
1685 1716
1686 if (special_prayer) 1717 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1737 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1739 return;
1709 } 1740 }
1710 1741
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 player_unready_range_ob (op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1713 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1714 spob->destroy (); 1745 spob->destroy ();
1715} 1746}
1716 1747
1724{ 1755{
1725 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1726 1757
1727 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1728 { 1759 {
1729 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1730 return; 1761 return;
1731 } 1762 }
1732 1763
1733 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1734 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1735 * legacy spellbooks 1766 * legacy spellbooks
1736 */ 1767 */
1737
1738 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1739 { 1769 {
1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1741 if (!spell) 1771 if (!spell)
1742 { 1772 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1774 return;
1745 } 1775 }
1746 else 1776 else
1747 insert_ob_in_ob (spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
1778
1748 tmp->slaying = NULL; 1779 tmp->slaying = 0;
1749 } 1780 }
1750 1781
1751 skop = find_skill_by_name (op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
1752 1783
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1784 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1786 if (!skop)
1756 { 1787 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1789 return;
1759 } 1790 }
1760 1791
1761 spell = tmp->inv; 1792 spell = tmp->inv;
1762 1793
1763 if (!spell) 1794 if (!spell)
1764 { 1795 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1798 return;
1768 } 1799 }
1769 1800
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1801 int learn_level = sqrtf (spell->level) * 1.5f;
1802 if (skop->level < learn_level)
1771 { 1803 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1804 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1805 &tmp->skill, learn_level));
1773 return; 1806 return;
1774 } 1807 }
1775 1808
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1809 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1777 1810
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1811 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp); 1812 identify (tmp);
1781
1782 if (tmp->env)
1783 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1784 else
1785 op->contr->ns->floorbox_update ();
1786 }
1787 1813
1788 /* I removed the check for special_prayer_mark here - it didn't make 1814 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and 1815 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1816 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1817 * they would have a special prayer mark.
1792 */ 1818 */
1793 if (check_spell_known (op, spell->name)) 1819 if (check_spell_known (op, spell->name))
1794 { 1820 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1821 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1822 return;
1797 } 1823 }
1798 1824
1799 if (spell->skill) 1825 if (spell->skill)
1800 { 1826 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1827 spell_skill = find_skill_by_name (op, spell->skill);
1802 1828
1803 if (!spell_skill) 1829 if (!spell_skill)
1804 { 1830 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1831 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1806 return; 1832 return;
1807 } 1833 }
1808 1834
1809 if (spell_skill->level < spell->level) 1835 if (spell_skill->level < spell->level)
1810 { 1836 {
1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1837 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1838 return;
1813 } 1839 }
1814 } 1840 }
1815 1841
1816 /* Logic as follows 1842 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1851 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1852 * literacy rate very useful! -b.t.
1827 */ 1853 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1854 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1855 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1856 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1832 } 1858 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1834 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1861 {
1836 1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1837 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1838 do_learn_spell (op, spell, 0); 1863 do_learn_spell (op, spell, 0);
1839 1864
1840 /* xp gain to literacy for spell learning */ 1865 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1866 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1867 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1868 }
1844 else 1869 else
1845 { 1870 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1871 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1872 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1873 }
1849 1874
1850 decrease_ob (tmp); 1875 tmp->decrease ();
1851} 1876}
1852 1877
1853/** 1878/**
1854 * Handles applying a spell scroll. 1879 * Handles applying a spell scroll.
1855 */ 1880 */
1858{ 1883{
1859 object *skop; 1884 object *skop;
1860 1885
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1886 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1887 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1888 op->failmsg ("You are unable to read while blind.");
1864 return; 1889 return;
1865 } 1890 }
1866 1891
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1892 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1893 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1894 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1895 return;
1871 } 1896 }
1872 1897
1873 if (op->type == PLAYER) 1898 if (op->type == PLAYER)
1874 { 1899 {
1880 */ 1905 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1906 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1907
1883 if (!skop) 1908 if (!skop)
1884 { 1909 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1910 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1911 return;
1887 } 1912 }
1888 1913
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1914 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1915 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1916 }
1892 1917
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1918 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1919 identify (tmp);
1895 1920
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1921 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1922
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1923 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1924 tmp->decrease ();
1900} 1925}
1901 1926
1902/** 1927/**
1903 * Applies a treasure object - by default, chest. op 1928 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure 1929 * is the person doing the applying, tmp is the treasure
1905 * chest. 1930 * chest.
1906 */ 1931 */
1907static void 1932static void
1908apply_treasure (object *op, object *tmp) 1933apply_treasure (object *op, object *tmp)
1909{ 1934{
1910 /* Nice side effect of new treasure creation method is that the treasure 1935 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1936 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1937 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1938 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1939 * treasure
1915 */ 1940 */
1916 object *treas = tmp->inv; 1941 object *treas = tmp->inv;
1917 1942
1918 if (!treas) 1943 if (!treas)
1919 { 1944 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1945 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1946 tmp->decrease ();
1922 return; 1947 return;
1923 } 1948 }
1924 1949
1925 while (tmp->inv) 1950 while (tmp->inv)
1926 { 1951 {
1927 treas = tmp->inv; 1952 treas = tmp->inv;
1928
1929 treas->remove (); 1953 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1954
1932 treas->x = op->x; 1955 treas->x = op->x;
1933 treas->y = op->y; 1956 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1957 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1958
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1959 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1960 spring_trap (treas, op);
1938 1961
1939 /* If either player or container was destroyed, no need to do 1962 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1963 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1964 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1965 * any way for the treasure chest or player to get killed.
1943 */ 1966 */
1944 if (op->destroyed () || tmp->destroyed ()) 1967 if (op->destroyed () || tmp->destroyed ())
1945 break; 1968 break;
1946 } 1969 }
1947 1970
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1971 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1972 tmp->decrease (true);
1950
1951}
1952
1953/**
1954 * op eats food.
1955 * If player, takes care of messages and dragon special food.
1956 */
1957static void
1958apply_food (object *op, object *tmp)
1959{
1960 int capacity_remaining;
1961
1962 if (op->type != PLAYER)
1963 op->stats.hp = op->stats.maxhp;
1964 else
1965 {
1966 /* check if this is a dragon (player), eating some flesh */
1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1968 ;
1969 else
1970 {
1971 /* usual case - no dragon meal: */
1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
1974 if (tmp->type == FOOD || tmp->type == FLESH)
1975 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1976 else
1977 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1978 }
1979
1980 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1981 {
1982 char buf[MAX_BUF];
1983
1984 if (!is_dragon_pl (op))
1985 {
1986 /* eating message for normal players */
1987 if (tmp->type == DRINK)
1988 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1989 else
1990 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1991 }
1992 else
1993 {
1994 /* eating message for dragon players */
1995 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1996 }
1997
1998 new_draw_info (NDI_UNIQUE, 0, op, buf);
1999 capacity_remaining = 999 - op->stats.food;
2000 op->stats.food += tmp->stats.food;
2001 if (capacity_remaining < tmp->stats.food)
2002 op->stats.hp += capacity_remaining / 50;
2003 else
2004 op->stats.hp += tmp->stats.food / 50;
2005 if (op->stats.hp > op->stats.maxhp)
2006 op->stats.hp = op->stats.maxhp;
2007 if (op->stats.food > 999)
2008 op->stats.food = 999;
2009 }
2010
2011 /* special food hack -b.t. */
2012 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2013 eat_special_food (op, tmp);
2014 }
2015 }
2016 handle_apply_yield (tmp);
2017 decrease_ob (tmp);
2018} 1973}
2019 1974
2020/** 1975/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 1976 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 1977 * there is a chance for the dragon's skin to get improved.
2025 * object *op the object (dragon player) eating the flesh 1980 * object *op the object (dragon player) eating the flesh
2026 * object *meal the flesh item, getting chewed in dragon's mouth 1981 * object *meal the flesh item, getting chewed in dragon's mouth
2027 * return: 1982 * return:
2028 * int 1 if eating successful, 0 if it doesn't work 1983 * int 1 if eating successful, 0 if it doesn't work
2029 */ 1984 */
2030int 1985static int
2031dragon_eat_flesh (object *op, object *meal) 1986dragon_eat_flesh (object *op, object *meal)
2032{ 1987{
2033 object *skin = NULL; /* pointer to dragon skin force */ 1988 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 1989 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 1990 object *tmp = NULL; /* tmp. object */
2036 1991
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 1992 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 1993 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1994 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 1995 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2064 /* now start by filling stomache and health, according to food-value */ 2018 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2019 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2020 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2021 else
2068 op->stats.hp += meal->stats.food / 50; 2022 op->stats.hp += meal->stats.food / 50;
2023
2069 if (op->stats.hp > op->stats.maxhp) 2024 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2025 op->stats.hp = op->stats.maxhp;
2071 2026
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2073 2028
2118 } 2073 }
2119 } 2074 }
2120 2075
2121 /* inverse totalchance as until now we have the failure-chance */ 2076 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2077 totalchance = 100 - totalchance * 100;
2078
2123 /* print message according to totalchance */ 2079 /* print message according to totalchance */
2080 const char *buf;
2124 if (totalchance > 50.) 2081 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2082 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2083 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2084 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2085 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2086 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2087 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2088 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2089 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2090 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2091 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2092 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2093 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2094 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2095
2096 op->statusmsg (buf);
2139 2097
2140 /* now choose a winner if we have any */ 2098 /* now choose a winner if we have any */
2141 i = -1; 2099 i = -1;
2142 if (winners > 0) 2100 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2101 i = atnr_winner [rndm (winners)];
2144 2102
2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2103 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 { 2104 {
2147 /* resistance increased! */ 2105 /* resistance increased! */
2148 skin->resist[i]++; 2106 skin->resist[i]++;
2149 op->update_stats (); 2107 op->update_stats ();
2150 2108
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2109 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2110 }
2154 2111
2155 /* if this flesh contains a new ability focus, we mark it 2112 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2113 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2114 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2115 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2116 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2117
2161 if (meal->last_eat != abil->stats.exp) 2118 if (meal->last_eat != abil->stats.exp)
2119 op->statusmsg (format (
2120 "Your metabolism prepares to focus on %s!\n"
2121 "The change will happen at level %d.",
2122 change_resist_msg[meal->last_eat],
2123 abil->level + 1
2162 { 2124 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2125 else
2169 { 2126 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2127 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2128 abil->last_eat = 0;
2173 } 2129 }
2174 } 2130 }
2131
2175 return 1; 2132 return 1;
2133}
2134
2135/**
2136 * op eats food.
2137 * If player, takes care of messages and dragon special food.
2138 */
2139static void
2140apply_food (object *op, object *tmp)
2141{
2142 int capacity_remaining;
2143
2144 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp;
2146 else
2147 {
2148 /* check if this is a dragon (player), eating some flesh */
2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2150 ;
2151 else
2152 {
2153 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999)
2155 {
2156 if (tmp->type == FOOD || tmp->type == FLESH)
2157 op->failmsg ("You feel full, but what a waste of food!");
2158 else
2159 op->statusmsg ("Most of the drink goes down your face not your throat!");
2160 }
2161
2162 tmp->play_sound (
2163 tmp->sound
2164 ? tmp->sound
2165 : tmp->type == DRINK
2166 ? sound_find ("eat_drink")
2167 : sound_find ("eat_food")
2168 );
2169
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 {
2172 const char *buf;
2173
2174 if (!is_dragon_pl (op))
2175 {
2176 /* eating message for normal players */
2177 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else
2180 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2181 }
2182 else
2183 /* eating message for dragon players */
2184 buf = format ("The %s tasted terrible!", &tmp->name);
2185
2186 op->statusmsg (buf);
2187
2188 capacity_remaining = 999 - op->stats.food;
2189 op->stats.food += tmp->stats.food;
2190 if (capacity_remaining < tmp->stats.food)
2191 op->stats.hp += capacity_remaining / 50;
2192 else
2193 op->stats.hp += tmp->stats.food / 50;
2194
2195 if (op->stats.hp > op->stats.maxhp)
2196 op->stats.hp = op->stats.maxhp;
2197 if (op->stats.food > 999)
2198 op->stats.food = 999;
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2176} 2209}
2177 2210
2178/** 2211/**
2179 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2180 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2182static void 2215static void
2183apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2184{ 2217{
2185 object *armor; 2218 object *armor;
2186 2219
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2220 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2221 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2222 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2223 return;
2191 } 2224 }
2192 2225
2193 armor = find_marked_object (op); 2226 armor = find_marked_object (op);
2194 2227
2195 if (!armor) 2228 if (!armor)
2196 { 2229 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2230 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2231 return;
2199 } 2232 }
2200 2233
2201 if (armor->type != ARMOUR 2234 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2235 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2236 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2237 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2238 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2239 return;
2207 } 2240 }
2208 2241
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2242 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2243 improve_armour (op, tmp, armor);
2211} 2244}
2212 2245
2213extern void 2246void
2214apply_poison (object *op, object *tmp) 2247apply_poison (object *op, object *tmp)
2215{ 2248{
2249 // need to do it now when it is still on the map
2250 handle_apply_yield (tmp);
2251
2252 object *poison = tmp->split (1);
2253
2216 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2217 { 2255 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2256 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2257 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2258 op->contr->killer = poison;
2221 } 2259 }
2260
2222 if (tmp->stats.hp > 0) 2261 if (poison->stats.hp > 0)
2223 { 2262 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2263 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2225 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2226 } 2265 }
2266
2227 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2268 poison->destroy ();
2229 decrease_ob (tmp);
2230} 2269}
2231 2270
2232/** 2271/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2234 * A valid 2 way exit means: 2273 * A valid 2 way exit means:
2239 * 2278 *
2240 * Note: a owner in a 2 way exit is saved as the owner's name 2279 * Note: a owner in a 2 way exit is saved as the owner's name
2241 * in the field exit->name cause the field exit->owner doesn't 2280 * in the field exit->name cause the field exit->owner doesn't
2242 * survive in the swapping (in fact the whole exit doesn't survive). 2281 * survive in the swapping (in fact the whole exit doesn't survive).
2243 */ 2282 */
2244int 2283static int
2245is_legal_2ways_exit (object *op, object *exit) 2284is_legal_2ways_exit (object *op, object *exit)
2246{ 2285{
2247 if (exit->stats.exp != 1) 2286 if (exit->stats.exp != 1)
2248 return 1; /*This is not a 2 way, so it is legal */ 2287 return 1; /*This is not a 2 way, so it is legal */
2249 2288
2250#if 0 //TODO 2289#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */ 2291 return 0; /* This is a reset town portal */
2253#endif 2292#endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2254 2295
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256 2297
2257 if (exitmap) 2298 if (exitmap)
2258 { 2299 {
2313 return 1; 2354 return 1;
2314 } 2355 }
2315 } 2356 }
2316 2357
2317 return 0; 2358 return 0;
2359}
2360
2361/**
2362 * This function will try to apply a lighter and in case no lighter
2363 * is specified it will try to find a lighter in the players inventory,
2364 * and inform him about this requirement.
2365 *
2366 * who - the player
2367 * op - the item we want to light
2368 * lighter - the lighter or 0 if a lighter has yet to be found
2369 */
2370static object *
2371auto_apply_lighter (object *who, object *op, object *lighter)
2372{
2373 if (lighter == 0)
2374 {
2375 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2376 {
2377 if (tmp->type == LIGHTER)
2378 {
2379 lighter = tmp;
2380 break;
2381 }
2382 }
2383
2384 if (!lighter)
2385 {
2386 who->failmsg (format (
2387 "You can't light up the %s with your bare hands! "
2388 "H<You need a lighter in your inventory, for example a flint and steel.>",
2389 &op->name));
2390 return 0;
2391 }
2392 }
2393
2394 // last_eat == 0 means the lighter is not being used up!
2395 if (lighter->last_eat && lighter->stats.food)
2396 {
2397 /* lighter gets used up */
2398 lighter = lighter->split ();
2399 lighter->stats.food--;
2400 who->insert (lighter);
2401 }
2402 else if (lighter->last_eat)
2403 {
2404 /* no charges left in lighter */
2405 who->failmsg (format (
2406 "You attempt to light the %s with a used up %s.",
2407 &op->name, &lighter->name));
2408 return 0;
2409 }
2410
2411 return lighter;
2412}
2413
2414/**
2415 * Designed primarily to light torches/lanterns/etc.
2416 * Also burns up burnable material too. First object in the inventory is
2417 * the selected object to "burn". -b.t.
2418 */
2419static void
2420apply_lighter (object *who, object *lighter)
2421{
2422 object *item;
2423 int is_player_env = 0;
2424
2425 item = find_marked_object (who);
2426 if (item)
2427 {
2428 if (!auto_apply_lighter (who, item, lighter))
2429 return;
2430
2431 /* Perhaps we should split what we are trying to light on fire?
2432 * I can't see many times when you would want to light multiple
2433 * objects at once.
2434 */
2435
2436 save_throw_object (item, AT_FIRE, who);
2437
2438 if (item->destroyed ()
2439 || ((item->type == LAMP || item->type == TORCH)
2440 && item->glow_radius > 0))
2441 who->statusmsg (format (
2442 "You light the %s with the %s.",
2443 &item->name, &lighter->name));
2444 else
2445 who->failmsg (format (
2446 "You attempt to light the %s with the %s and fail.",
2447 &item->name, &lighter->name));
2448 }
2449 else
2450 who->failmsg ("You need to mark a lightable object.");
2451}
2452
2453/**
2454 * This function generates a cursed effect for cursed lamps and torches.
2455 */
2456static void
2457player_apply_lamp_cursed_effect (object *who, object *op)
2458{
2459 if (op->level)
2460 {
2461 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!",
2463 &op->name));
2464 create_exploding_ball_at (who, op->level);
2465 }
2466 else
2467 {
2468 who->failmsg (format (
2469 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2470 &op->name));
2471 }
2472
2473 op->destroy ();
2474}
2475
2476/**
2477 * Apply for players and lamps
2478 *
2479 * who - the player
2480 * op - the lamp
2481 */
2482static void
2483player_apply_lamp (object *who, object *op)
2484{
2485 bool switch_on = op->glow_radius ? false : true;
2486
2487 if (switch_on)
2488 {
2489 object *lighter = 0;
2490
2491 if (op->flag [FLAG_IS_LIGHTABLE]
2492 && !(lighter = auto_apply_lighter (who, op, 0)))
2493 return;
2494
2495 if (op->stats.food < 1)
2496 {
2497 if (op->type == LAMP)
2498 who->failmsg (format (
2499 "The %s is out of fuel! "
2500 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2501 &op->name));
2502 else
2503 who->failmsg (format (
2504 "The %s is burnt out! "
2505 "H<Torches and similar items burn out and become worthless.>",
2506 &op->name));
2507 return;
2508 }
2509
2510 if (op->flag [FLAG_CURSED])
2511 {
2512 player_apply_lamp_cursed_effect (who, op);
2513 return;
2514 }
2515
2516 if (lighter)
2517 who->statusmsg (format (
2518 "You light up the %s with the %s.", &op->name, &lighter->name));
2519 else
2520 who->statusmsg (format ("You light up the %s.", &op->name));
2521 }
2522 else
2523 {
2524 if (op->flag [FLAG_CURSED])
2525 {
2526 player_apply_lamp_cursed_effect (who, op);
2527 return;
2528 }
2529
2530 if (op->type == TORCH)
2531 {
2532 if (!op->flag [FLAG_IS_LIGHTABLE])
2533 {
2534 who->statusmsg (format (
2535 "You put out the %s. "
2536 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2537 &op->name, &op->name));
2538 }
2539 else
2540 who->statusmsg (format (
2541 "You put out the %s."
2542 "H<Torches wear out if you put them out.>",
2543 &op->name));
2544 }
2545 else
2546 who->statusmsg (format ("You turn off the %s.", &op->name));
2547 }
2548
2549 apply_lamp (op, switch_on);
2550}
2551
2552void get_animation_from_arch (object *op, arch_ptr a)
2553{
2554 op->animation_id = a->animation_id;
2555 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2556 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2557 op->anim_speed = a->anim_speed;
2558 op->last_anim = 0;
2559 op->state = 0;
2560 op->face = a->face;
2561
2562 if (NUM_ANIMATIONS(op) > 1)
2563 {
2564 SET_ANIMATION(op, 0);
2565 animate_object (op, op->direction);
2566 }
2567 else
2568 update_object (op, UP_OBJ_FACE);
2569}
2570
2571/**
2572 * Apply for LAMPs and TORCHes.
2573 *
2574 * op - the lamp
2575 * switch_on - a flag which says whether the lamp should be switched on or off
2576 */
2577void apply_lamp (object *op, bool switch_on)
2578{
2579 op->set_glow_radius (switch_on ? op->range : 0);
2580 op->set_speed (switch_on ? op->arch->speed : 0);
2581
2582 // torches wear out if you put them out
2583 if (op->type == TORCH && !switch_on)
2584 {
2585 if (op->flag [FLAG_IS_LIGHTABLE])
2586 {
2587 op->stats.food -= (double) op->arch->stats.food / 15;
2588 if (op->stats.food < 0)
2589 op->stats.food = 0;
2590 }
2591 else
2592 op->stats.food = 0;
2593 }
2594
2595 // lamps and torched get worthless when used up
2596 if (op->stats.food <= 0)
2597 op->value = 0;
2598
2599 // FIXME: This is a hack to make the more sane torches and lamps
2600 // still animated ;-/
2601 if (op->other_arch)
2602 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2603
2604 if (object *pl = op->visible_to ())
2605 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2606}
2607
2608/**
2609 * This handles items of type 'transformer'.
2610 * Basically those items, used with a marked item, transform both items into something
2611 * else.
2612 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2613 * Change information is contained in the 'slaying' field of the marked item.
2614 * The format is as follow: transformer:[number ]yield[;transformer:...].
2615 * This way an item can be transformed in many things, and/or many objects.
2616 * The 'slaying' field for transformer is used as verb for the action.
2617 */
2618static void
2619apply_item_transformer (object *pl, object *transformer)
2620{
2621 object *marked;
2622 object *new_item;
2623 char *find;
2624 char *separator;
2625 int yield;
2626 char got[MAX_BUF];
2627 int len;
2628
2629 if (!pl || !transformer)
2630 return;
2631
2632 marked = find_marked_object (pl);
2633
2634 if (!marked)
2635 {
2636 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2637 return;
2638 }
2639
2640 if (!marked->slaying)
2641 {
2642 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2643 return;
2644 }
2645
2646 /* check whether they are compatible or not */
2647 find = strstr (&marked->slaying, transformer->arch->archname);
2648 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2649 {
2650 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2651 return;
2652 }
2653
2654 find += strlen (transformer->arch->archname) + 1;
2655 /* Item can be used, now find how many and what it yields */
2656 if (isdigit (*(find)))
2657 {
2658 yield = atoi (find);
2659 if (yield < 1)
2660 {
2661 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2662 yield = 1;
2663 }
2664 }
2665 else
2666 yield = 1;
2667
2668 while (isdigit (*find))
2669 find++;
2670
2671 while (*find == ' ')
2672 find++;
2673
2674 memset (got, 0, MAX_BUF);
2675
2676 if ((separator = strchr (find, ';')) != NULL)
2677 len = separator - find;
2678 else
2679 len = strlen (find);
2680
2681 if (len > MAX_BUF - 1)
2682 len = MAX_BUF - 1;
2683
2684 strcpy (got, find);
2685 got[len] = '\0';
2686
2687 /* Now create new item, remove used ones when required. */
2688 new_item = get_archetype (got);
2689 if (!new_item)
2690 {
2691 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2692 return;
2693 }
2694
2695 new_item->nrof = yield;
2696
2697 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2698
2699 pl->insert (new_item);
2700 /* Eat up one item */
2701 marked->decrease ();
2702
2703 /* Eat one transformer if needed */
2704 if (transformer->stats.food)
2705 if (--transformer->stats.food == 0)
2706 transformer->decrease ();
2318} 2707}
2319 2708
2320/** 2709/**
2321 * Main apply handler. 2710 * Main apply handler.
2322 * 2711 *
2325 * Return value: 2714 * Return value:
2326 * 0: player or monster can't apply objects of that type 2715 * 0: player or monster can't apply objects of that type
2327 * 1: has been applied, or there was an error applying the object 2716 * 1: has been applied, or there was an error applying the object
2328 * 2: objects of that type can't be applied if not in inventory 2717 * 2: objects of that type can't be applied if not in inventory
2329 * 2718 *
2330 * op is the object that is causing object to be applied, tmp is the object 2719 * who is the object that is causing object to be applied, op is the object
2331 * being applied. 2720 * being applied.
2332 * 2721 *
2333 * aflag is special (always apply/unapply) flags. Nothing is done with 2722 * aflag is special (always apply/unapply) flags. Nothing is done with
2334 * them in this function - they are passed to apply_special 2723 * them in this function - they are passed to apply_special
2335 */ 2724 */
2336int 2725int
2337manual_apply (object *op, object *tmp, int aflag) 2726manual_apply (object *who, object *op, int aflag)
2338{ 2727{
2339 if (tmp->head) 2728 op = op->head_ ();
2340 tmp = tmp->head;
2341 2729
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2730 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2343 { 2731 {
2344 if (op->type == PLAYER) 2732 if (who->type == PLAYER)
2345 { 2733 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2734 examine (who, op);
2735 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2347 return 1; 2736 return 1;
2348 } 2737 }
2349 else 2738 else
2350 return 0; /* monsters just skip unpaid items */ 2739 return 0; /* monsters just skip unpaid items */
2351 } 2740 }
2352 2741
2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2742 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2354 return RESULT_INT (0); 2743 return RESULT_INT (0);
2355 2744
2356 switch (tmp->type) 2745 switch (op->type)
2357 { 2746 {
2358 case CF_HANDLE: 2747 case T_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2748 who->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2749 who->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2750 op->value = op->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2751 SET_ANIMATION (op, op->value);
2363 update_object (tmp, UP_OBJ_FACE); 2752 update_object (op, UP_OBJ_FACE);
2364 push_button (tmp); 2753 push_button (op, who);
2365 return 1; 2754 return 1;
2366 2755
2367 case TRIGGER: 2756 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2757 if (check_trigger (op, who, who))
2369 { 2758 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2759 who->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2760 who->play_sound (sound_find ("turn_handle"));
2372 } 2761 }
2373 else 2762 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2763 who->failmsg ("The handle doesn't move.");
2375 2764
2376 return 1; 2765 return 1;
2377 2766
2378 case EXIT: 2767 case EXIT:
2379 if (op->type != PLAYER) 2768 if (who->type != PLAYER)
2380 return 0; 2769 return 0;
2381 2770
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2771 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2772 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2384 else 2773 else
2385 { 2774 {
2386 /* Don't display messages for random maps. */ 2775 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2776 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2777 who->statusmsg (op->msg, NDI_NAVY);
2389 2778
2390 op->enter_exit (tmp); 2779 who->enter_exit (op);
2391 } 2780 }
2392 2781
2393 return 1; 2782 return 1;
2394 2783
2784 case INSCRIBABLE:
2785 who->statusmsg (op->msg);
2786 // maybe show a spell menu to chose from or something like that
2787 return 1;
2788
2395 case SIGN: 2789 case SIGN:
2396 apply_sign (op, tmp, 0); 2790 apply_sign (who, op, 0);
2397 return 1; 2791 return 1;
2398 2792
2399 case BOOK: 2793 case BOOK:
2400 if (op->type == PLAYER) 2794 if (who->type == PLAYER)
2401 { 2795 {
2402 apply_book (op, tmp); 2796 apply_book (who, op);
2403 return 1; 2797 return 1;
2404 } 2798 }
2405 else 2799 else
2406 return 0; 2800 return 0;
2407 2801
2408 case SKILLSCROLL: 2802 case SKILLSCROLL:
2409 if (op->type == PLAYER) 2803 if (who->type == PLAYER)
2410 { 2804 {
2411 apply_skillscroll (op, tmp); 2805 apply_skillscroll (who, op);
2412 return 1; 2806 return 1;
2413 } 2807 }
2414 else 2808 else
2415 return 0; 2809 return 0;
2416 2810
2417 case SPELLBOOK: 2811 case SPELLBOOK:
2418 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2419 { 2813 {
2420 apply_spellbook (op, tmp); 2814 apply_spellbook (who, op);
2421 return 1; 2815 return 1;
2422 } 2816 }
2423 else 2817 else
2424 return 0; 2818 return 0;
2425 2819
2426 case SCROLL: 2820 case SCROLL:
2427 apply_scroll (op, tmp, 0); 2821 apply_scroll (who, op, 0);
2428 return 1; 2822 return 1;
2429 2823
2430 case POTION: 2824 case POTION:
2431 apply_potion (op, tmp); 2825 apply_potion (who, op);
2432 return 1; 2826 return 1;
2433 2827
2434 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2828 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed? 2829 //TODO: remove, as it is unsed?
2436 case CLOSE_CON: 2830 case CLOSE_CON:
2437 apply_container (op, tmp->env); 2831 apply_container (who, op->env);
2438 return 1; 2832 return 1;
2439 2833
2440 case CONTAINER: 2834 case CONTAINER:
2441 apply_container (op, tmp); 2835 apply_container (who, op);
2442 return 1; 2836 return 1;
2443 2837
2444 case TREASURE: 2838 case TREASURE:
2445 if (op->type == PLAYER) 2839 if (who->type == PLAYER)
2446 { 2840 {
2447 apply_treasure (op, tmp); 2841 apply_treasure (who, op);
2448 return 1; 2842 return 1;
2449 } 2843 }
2450 else 2844 else
2451 return 0; 2845 return 0;
2846
2847 case LAMP:
2848 case TORCH:
2849 player_apply_lamp (who, op);
2850 return 1;
2452 2851
2453 case WEAPON: 2852 case WEAPON:
2454 case ARMOUR: 2853 case ARMOUR:
2455 case BOOTS: 2854 case BOOTS:
2456 case GLOVES: 2855 case GLOVES:
2464 case WAND: 2863 case WAND:
2465 case ROD: 2864 case ROD:
2466 case HORN: 2865 case HORN:
2467 case SKILL: 2866 case SKILL:
2468 case BOW: 2867 case BOW:
2469 case LAMP:
2470 case BUILDER: 2868 case BUILDER:
2471 case SKILL_TOOL: 2869 case SKILL_TOOL:
2472 if (tmp->env != op) 2870 if (op->env != who)
2473 return 2; /* not in inventory */ 2871 return 2; /* not in inventory */
2474 2872
2475 apply_special (op, tmp, aflag); 2873 apply_special (who, op, aflag);
2476 return 1; 2874 return 1;
2477 2875
2478 case DRINK: 2876 case DRINK:
2479 case FOOD: 2877 case FOOD:
2480 case FLESH: 2878 case FLESH:
2481 apply_food (op, tmp); 2879 apply_food (who, op);
2482 return 1; 2880 return 1;
2483 2881
2484 case POISON: 2882 case POISON:
2485 apply_poison (op, tmp); 2883 apply_poison (who, op);
2486 return 1; 2884 return 1;
2487 2885
2488 case SAVEBED: 2886 case SAVEBED:
2489 return 1; 2887 return 1;
2490 2888
2491 case ARMOUR_IMPROVER: 2889 case ARMOUR_IMPROVER:
2492 if (op->type == PLAYER) 2890 if (who->type == PLAYER)
2493 { 2891 {
2494 apply_armour_improver (op, tmp); 2892 apply_armour_improver (who, op);
2495 return 1; 2893 return 1;
2496 } 2894 }
2497 else 2895 else
2498 return 0; 2896 return 0;
2499 2897
2500 case WEAPON_IMPROVER: 2898 case WEAPON_IMPROVER:
2501 check_improve_weapon (op, tmp); 2899 check_improve_weapon (who, op);
2502 return 1; 2900 return 1;
2503 2901
2504 case CLOCK: 2902 case CLOCK:
2505 if (op->type == PLAYER) 2903 if (who->type == PLAYER)
2506 { 2904 {
2507 char buf[MAX_BUF]; 2905 char buf[MAX_BUF];
2508 timeofday_t tod; 2906 timeofday_t tod;
2509 2907
2510 get_tod (&tod); 2908 get_tod (&tod);
2909 who->play_sound (sound_find ("sound_clock"));
2910 who->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2911 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2912 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2913 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2914 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2915 return 1;
2517 } 2916 }
2518 else 2917 else
2519 return 0; 2918 return 0;
2520 2919
2521 case MENU: 2920 case MENU:
2522 if (op->type == PLAYER) 2921 if (who->type == PLAYER)
2523 { 2922 {
2524 shop_listing (tmp, op); 2923 shop_listing (op, who);
2525 return 1; 2924 return 1;
2526 } 2925 }
2527 else 2926 else
2528 return 0; 2927 return 0;
2529 2928
2530 case POWER_CRYSTAL: 2929 case POWER_CRYSTAL:
2531 apply_power_crystal (op, tmp); /* see egoitem.c */ 2930 apply_power_crystal (who, op); /* see egoitem.c */
2532 return 1; 2931 return 1;
2533 2932
2534 case LIGHTER: /* for lighting torches/lanterns/etc */ 2933 case LIGHTER: /* for lighting torches/lanterns/etc */
2535 if (op->type == PLAYER) 2934 if (who->type == PLAYER)
2536 { 2935 {
2537 apply_lighter (op, tmp); 2936 apply_lighter (who, op);
2538 return 1; 2937 return 1;
2539 } 2938 }
2540 else 2939 else
2541 return 0; 2940 return 0;
2542 2941
2543 case ITEM_TRANSFORMER: 2942 case ITEM_TRANSFORMER:
2544 apply_item_transformer (op, tmp); 2943 apply_item_transformer (who, op);
2545 return 1; 2944 return 1;
2546 2945
2547 default: 2946 default:
2548 return 0; 2947 return 0;
2549 } 2948 }
2550} 2949}
2551
2552 2950
2553/* quiet suppresses the "don't know how to apply" and "you must get it first" 2951/* quiet suppresses the "don't know how to apply" and "you must get it first"
2554 * messages as needed by player_apply_below(). But there can still be 2952 * messages as needed by player_apply_below(). But there can still be
2555 * "but you are floating high above the ground" messages. 2953 * "but you are floating high above the ground" messages.
2556 * 2954 *
2557 * Same return value as apply() function. 2955 * Same return value as apply() function.
2558 */ 2956 */
2559int 2957int
2560player_apply (object *pl, object *op, int aflag, int quiet) 2958player_apply (object *pl, object *op, int aflag, int quiet)
2561{ 2959{
2562 int tmp;
2563
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2960 if (!op->env && (pl->move_type & MOVE_FLYING))
2565 { 2961 {
2566 /* player is flying and applying object not in inventory */ 2962 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2963 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2964 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2965 pl->failmsg ("But you are floating high above the ground! "
2966 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2967 "or waiting till the levitation effect wears off.>");
2570 return 0; 2968 return 0;
2571 } 2969 }
2572 } 2970 }
2573 2971
2574 pl->contr->last_used = op; 2972 pl->contr->last_used = op;
2575 2973
2576 tmp = manual_apply (pl, op, aflag); 2974 int tmp = manual_apply (pl, op, aflag);
2975
2577 if (!quiet) 2976 if (!quiet)
2578 { 2977 {
2579 if (tmp == 0) 2978 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2979 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2581 else if (tmp == 2) 2980 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2981 pl->failmsg ("You must get it first!\n");
2583 } 2982 }
2983
2584 return tmp; 2984 return tmp;
2585} 2985}
2586 2986
2587/** 2987/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2988 * player_apply_below attempts to apply the object 'below' the player.
2600 * we don't use a corrupt pointer for the next object, so we get the 3000 * we don't use a corrupt pointer for the next object, so we get the
2601 * next object in the stack before applying. This is can only be a 3001 * next object in the stack before applying. This is can only be a
2602 * problem if player_apply() has a bug in that it uses the object but does 3002 * problem if player_apply() has a bug in that it uses the object but does
2603 * not return a proper value. 3003 * not return a proper value.
2604 */ 3004 */
2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3005 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2606 { 3006 {
2607 next = tmp->below; 3007 next = tmp->below;
2608 3008
2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3009 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2610 floors++; 3010 floors++;
2615 * person moving on it, also activate. Added code to make it 3015 * person moving on it, also activate. Added code to make it
2616 * so that at least one of players movement types be that which 3016 * so that at least one of players movement types be that which
2617 * the item needs. 3017 * the item needs.
2618 */ 3018 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3019 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1) 3020 if (player_apply (pl, tmp, 0, 1) == 1)
2622 return; 3021 return;
2623 } 3022
2624 if (floors >= 2) 3023 if (floors >= 2)
2625 return; /* process at most two floor objects */ 3024 return; /* process at most two floor objects */
2626 } 3025 }
2627} 3026}
2628 3027
2663 { 3062 {
2664 pl->combat_ob = 0; 3063 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob); 3064 who->change_weapon (pl->ranged_ob);
2666 } 3065 }
2667 3066
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3067 who->statusmsg (format ("You unwield %s.", query_name (op)));
2669 3068
2670 change_abil (who, op); 3069 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3070 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break; 3071 break;
2673 3072
2674 case SKILL: 3073 case SKILL:
2675 if (who->contr) 3074 if (who->contr)
2676 { 3075 {
3076 if (IS_COMBAT_SKILL (op->subtype))
3077 who->change_weapon (who->contr->combat_ob = 0);
3078 else if (IS_RANGED_SKILL (op->subtype))
3079 who->change_weapon (who->contr->ranged_ob = 0);
3080
2677 if (!op->invisible) 3081 if (op->invisible)
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 3082 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2679 else 3083 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 3084 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2681 } 3085 }
2682 3086
2683 change_abil (who, op); 3087 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL); 3088 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 3089 break;
2692 case GLOVES: 3096 case GLOVES:
2693 case AMULET: 3097 case AMULET:
2694 case GIRDLE: 3098 case GIRDLE:
2695 case BRACERS: 3099 case BRACERS:
2696 case CLOAK: 3100 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3101 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 3102 change_abil (who, op);
2699 break; 3103 break;
2700
2701 case LAMP:
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2704
2705 object *tmp2 = arch_to_object (op->other_arch);
2706 tmp2->x = op->x;
2707 tmp2->y = op->y;
2708 tmp2->map = op->map;
2709 tmp2->below = op->below;
2710 tmp2->above = op->above;
2711 tmp2->stats.food = op->stats.food;
2712 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2713
2714 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2715 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2716
2717 if (who->contr)
2718 esrv_del_item (who->contr, op->count);
2719
2720 op->destroy ();
2721 insert_ob_in_ob (tmp2, who);
2722 who->update_stats ();
2723
2724 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2725 {
2726 if (who->contr)
2727 {
2728 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2729 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2730 }
2731 }
2732
2733 if (who->contr)
2734 esrv_send_item (who, tmp2);
2735 }
2736
2737 return 1; /* otherwise, an attempt to drop causes problems */
2738 3104
2739 case BOW: 3105 case BOW:
2740 case WAND: 3106 case WAND:
2741 case ROD: 3107 case ROD:
2742 case HORN: 3108 case HORN:
2746 { 3112 {
2747 pl->ranged_ob = 0; 3113 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob); 3114 who->change_weapon (pl->combat_ob);
2749 } 3115 }
2750 3116
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3117 who->statusmsg (format ("You unready %s.", query_name (op)));
2752 } 3118 }
2753 else 3119 else
2754 { 3120 {
2755 who->change_skill (0); 3121 who->change_skill (0);
2756 3122
2762 3128
2763 break; 3129 break;
2764 3130
2765 case BUILDER: 3131 case BUILDER:
2766 if (who->contr) 3132 if (who->contr)
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3133 who->statusmsg (format ("You unready %s.", query_name (op)));
2768 break; 3134 break;
2769 3135
2770 default: 3136 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3137 who->statusmsg (format ("You unapply %s.", query_name (op)));
2772 break; 3138 break;
2773 } 3139 }
2774 3140
3141 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3142 if (object *pl = op->visible_to ())
3143 esrv_send_item (pl, op);
3144
2775 who->update_stats (); 3145 who->update_stats ();
2776
2777 if (!(aflags & AP_NO_MERGE))
2778 {
2779 object *tmp = merge_ob (op, 0);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792 3146
2793 return 0; 3147 return 0;
2794} 3148}
2795 3149
2796/** 3150/**
2828 * Returns 0 on success, returns 1 if there is some problem. 3182 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 3183 * if aflags is AP_PRINT, we instead print out waht to unapply
2830 * instead of doing it. This is a lot less code than having 3184 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 3185 * another function that does just that.
2832 */ 3186 */
2833int 3187
3188#define CANNOT_REMOVE_CURSED \
3189 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3190 "Praying over an altar, scrolls of remove curse/damnation, " \
3191 "priests or even other players might help.>"
3192
3193static int
2834unapply_for_ob (object *who, object *op, int aflags) 3194unapply_for_ob (object *who, object *op, int aflags)
2835{ 3195{
2836 if (op->is_range ()) 3196 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3197 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3198 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3199 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3200 {
2841 if (aflags & AP_PRINT) 3201 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3202 who->failmsg (query_name (tmp));
2843 else 3203 else
2844 unapply_special (who, tmp, aflags); 3204 unapply_special (who, tmp, aflags);
2845 } 3205 }
2846 else 3206 else
2847 { 3207 {
2848 /* In this case, we want to try and remove a cursed item. 3208 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 3209 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3210 * at least generate the message.
2851 */ 3211 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3212 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 3213 return 1;
2854 } 3214 }
2855 3215
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3216 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 3217 {
2880 3240
2881 /* If we are just printing, we don't care about cursed status */ 3241 /* If we are just printing, we don't care about cursed status */
2882 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3242 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 3243 {
2884 if (aflags & AP_PRINT) 3244 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3245 who->failmsg (query_name (tmp));
2886 else 3246 else
2887 unapply_special (who, tmp, aflags); 3247 unapply_special (who, tmp, aflags);
2888 } 3248 }
2889 else 3249 else
2890 { 3250 {
2891 /* Cursed item that we can't unequip - tell the player. 3251 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 3252 * Note this could be annoying if this is just one of a few,
2893 * so it may not be critical (eg, putting on a ring and you have 3253 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 3254 * one cursed ring.)
2895 */ 3255 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3256 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 3257 }
2898 3258
2899 last = tmp->below; 3259 last = tmp->below;
2900 } 3260 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3261 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3054 * 3414 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3415 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3416 *
3057 * apply_special() doesn't check for unpaid items. 3417 * apply_special() doesn't check for unpaid items.
3058 */ 3418 */
3419
3420#define LACK_ITEM_POWER \
3421 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3422
3059int 3423int
3060apply_special (object *who, object *op, int aflags) 3424apply_special (object *who, object *op, int aflags)
3061{ 3425{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3426 int basic_flag = aflags & AP_BASIC_FLAGS;
3063 object *tmp, *tmp2, *skop = NULL; 3427 object *tmp, *tmp2, *skop = NULL;
3078 if (basic_flag == AP_APPLY) 3442 if (basic_flag == AP_APPLY)
3079 return 0; 3443 return 0;
3080 3444
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3445 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3446 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3447 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3448 return 1;
3085 } 3449 }
3086 3450
3087 return unapply_special (who, op, aflags); 3451 return unapply_special (who, op, aflags);
3088 } 3452 }
3089
3090 if (basic_flag == AP_UNAPPLY) 3453 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 3454 return 0;
3092 3455
3093 // if the item is combat/ranged, wield the relevant slot first 3456 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts. 3457 // to resolve conflicts.
3095 if (player *pl = who->contr) 3458 if (player *pl = who->contr)
3104 /* Can't just apply this object. Lets see what not and what to do */ 3467 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3468 if (int i = can_apply_object (who, op))
3106 { 3469 {
3107 if (i & CAN_APPLY_NEVER) 3470 if (i & CAN_APPLY_NEVER)
3108 { 3471 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3472 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3110 return 1; 3473 return 1;
3111 } 3474 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3475 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3476 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3477 who->failmsg (format (
3478 "You have a prohibition against using a %s. "
3479 "H<Your belief, profession or class prevents you from applying this item.>",
3480 query_name (op)
3481 ));
3115 return 1; 3482 return 1;
3116 } 3483 }
3117 3484
3118 if (who->type != PLAYER) 3485 if (who->type != PLAYER)
3119 { 3486 {
3123 } 3490 }
3124 else 3491 else
3125 { 3492 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3493 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3494 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3495 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3496 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3497 return 1;
3131 } 3498 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3499 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3500 if (unapply_for_ob (who, op, aflags))
3139 { 3506 {
3140 skop = find_skill_by_name (who, op->skill); 3507 skop = find_skill_by_name (who, op->skill);
3141 3508
3142 if (!skop) 3509 if (!skop)
3143 { 3510 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3511 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3512 return 1;
3146 } 3513 }
3147 else 3514 else
3148 /* While experience will be credited properly, we want to change the 3515 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated 3516 * skill so that the dam and wc get updated
3150 */ 3517 */
3151 who->change_skill (skop); 3518 who->change_skill (skop);
3152 } 3519 }
3153 3520
3154 if (who->type == PLAYER 3521 if (!check_item_power (who, op->item_power))
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3522 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! " 3523 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3160 "[use the skills command to check your available item power]");
3161 return 1; 3524 return 1;
3162 } 3525 }
3163 3526
3164 /* Ok. We are now at the state where we can apply the new object. 3527 /* Ok. We are now at the state where we can apply the new object.
3165 * Note that we don't have the checks for can_use_... 3528 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3529 * below - that is already taken care of by can_apply_object.
3167 */ 3530 */
3168 if (op->nrof > 1) 3531 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3169 tmp = get_split_ob (op, op->nrof - 1);
3170 else
3171 tmp = 0;
3172 3532
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3533 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3534 return RESULT_INT (0);
3175 3535
3176 switch (op->type) 3536 switch (op->type)
3177 { 3537 {
3178 case WEAPON: 3538 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat))
3180 {
3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3182 "It would consume your soul!.");
3183
3184 if (tmp)
3185 insert_ob_in_ob (tmp, who);
3186
3187 return 1;
3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix 3539 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword. 3540 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3541 if (op->level && !op->name.starts_with (who->name))
3193 { 3542 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3543 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3544 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3545 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 3546
3198 if (tmp) 3547 if (tmp)
3199 insert_ob_in_ob (tmp, who); 3548 insert_ob_in_ob (tmp, who);
3200 3549
3201 return 1; 3550 return 1;
3202 } 3551 }
3203 3552
3204 if (!skop) 3553 if (!skop)
3205 { 3554 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3555 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3207 return 1; 3556 return 1;
3208 } 3557 }
3209 3558
3210 SET_FLAG (op, FLAG_APPLIED); 3559 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3560 who->change_skill (skop);
3212 3561
3213 if (who->contr) 3562 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op); 3563 who->change_weapon (who->contr->combat_ob = op);
3215 3564
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3565 who->statusmsg (format ("You wield %s.", query_name (op)));
3217 3566
3218 SET_FLAG (who, FLAG_READY_WEAPON); 3567 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op); 3568 change_abil (who, op);
3220 break; 3569 break;
3221 3570
3228 case BRACERS: 3577 case BRACERS:
3229 case CLOAK: 3578 case CLOAK:
3230 case RING: 3579 case RING:
3231 case AMULET: 3580 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3581 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3582 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3583 change_abil (who, op);
3235 break; 3584 break;
3236
3237 case LAMP:
3238 if (op->stats.food < 1)
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3241 return 1;
3242 }
3243
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3245 tmp2 = arch_to_object (op->other_arch);
3246 tmp2->stats.food = op->stats.food;
3247 SET_FLAG (tmp2, FLAG_APPLIED);
3248
3249 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3250 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3251
3252 insert_ob_in_ob (tmp2, who);
3253
3254 /* Remove the old lantern */
3255 if (who->type == PLAYER)
3256 esrv_del_item (who->contr, op->count);
3257
3258 op->destroy ();
3259
3260 /* insert the portion that was split off */
3261 if (tmp)
3262 {
3263 insert_ob_in_ob (tmp, who);
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp);
3266 }
3267
3268 who->update_stats ();
3269
3270 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3271 if (who->type == PLAYER)
3272 {
3273 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3274 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3275 }
3276
3277 if (who->type == PLAYER)
3278 esrv_send_item (who, tmp2);
3279
3280 return 0;
3281 3585
3282 case SKILL_TOOL: 3586 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill 3587 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED); 3588 SET_FLAG (op, FLAG_APPLIED);
3285 3589
3306 who->change_weapon (pl->combat_ob = item); 3610 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon; 3611 goto found_weapon;
3308 } 3612 }
3309 } 3613 }
3310 3614
3615 who->failmsg (format (
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill); 3616 "You need to apply a '%s' melee weapon before readying this skill. "
3617 "H<Some skills need an item, in this case a melee weapon, to function.>",
3618 &op->skill
3619 ));
3312 return 1; 3620 return 1;
3313 3621
3314 found_weapon:; 3622 found_weapon:;
3315 } 3623 }
3316 else 3624 else
3326 //TODO: bows should/must all have skill missile weapon right now 3634 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item); 3635 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow; 3636 goto found_bow;
3329 } 3637 }
3330 3638
3639 who->failmsg (
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3640 "You need to apply a missile weapon before readying this skill. "
3641 "H<Some skills need an item, in this case a missile weapon, to function.>"
3642 );
3332 return 1; 3643 return 1;
3333 3644
3334 found_bow:; 3645 found_bow:;
3335 } 3646 }
3336 else 3647 else
3337 who->change_weapon (pl->ranged_ob = op); 3648 who->change_weapon (pl->ranged_ob = op);
3338 } 3649 }
3339 3650
3340 if (!op->invisible) 3651 if (!op->invisible)
3341 { 3652 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3653 who->statusmsg (format (
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3654 "You ready %s."
3655 "You can now use the skill: %s.",
3656 query_name (op),
3657 &op->skill
3658 ));
3344 } 3659 }
3345 else 3660 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3661 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3347 } 3662 }
3348 else 3663 else
3349 { 3664 {
3350 SET_FLAG (op, FLAG_APPLIED); 3665 SET_FLAG (op, FLAG_APPLIED);
3351 change_abil (who, op); 3666 change_abil (who, op);
3354 } 3669 }
3355 3670
3356 break; 3671 break;
3357 3672
3358 case BOW: 3673 case BOW:
3359 if (!check_weapon_power (who, op->last_eat)) 3674 if (op->level && !op->name.starts_with (who->name))
3360 { 3675 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3676 who->failmsg ("The weapon does not recognize you as its owner. "
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3677 "H<Its name indicates that it belongs to somebody else.>");
3363
3364 if (tmp)
3365 insert_ob_in_ob (tmp, who);
3366
3367 return 1;
3368 }
3369
3370 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3371 {
3372 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3373 if (tmp) 3678 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3679 insert_ob_in_ob (tmp, who);
3375 3680
3376 return 1; 3681 return 1;
3377 } 3682 }
3382 case HORN: 3687 case HORN:
3383 /* check for skill, alter player status */ 3688 /* check for skill, alter player status */
3384 3689
3385 if (!skop) 3690 if (!skop)
3386 { 3691 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3692 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3388 return 1; 3693 return 1;
3389 } 3694 }
3390 3695
3391 SET_FLAG (op, FLAG_APPLIED); 3696 SET_FLAG (op, FLAG_APPLIED);
3392 who->change_skill (skop); 3697 who->change_skill (skop);
3393 3698
3394 if (who->contr) 3699 if (who->contr)
3395 { 3700 {
3396 who->contr->ranged_ob = op; 3701 who->contr->ranged_ob = op;
3397 3702
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3703 who->statusmsg (format ("You ready %s.", query_name (op)));
3399 3704
3400 if (op->type == BOW) 3705 if (op->type == BOW)
3401 { 3706 {
3402 who->current_weapon = op; 3707 who->current_weapon = op;
3403 change_abil (who, op); 3708 change_abil (who, op);
3404 new_draw_info_format (NDI_UNIQUE, 0, who,
3405 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3709 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3406 } 3710 }
3407 } 3711 }
3408 else 3712 else
3409 { 3713 {
3410 if (op->type == BOW) 3714 if (op->type == BOW)
3420 { 3724 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3725 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3726 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3423 unapply_special (who, who->contr->ranged_ob, 0); 3727 unapply_special (who, who->contr->ranged_ob, 0);
3424 3728
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3729 who->statusmsg (format ("You ready your %s.", query_name (op)));
3426 3730
3427 who->contr->ranged_ob = op; 3731 who->contr->ranged_ob = op;
3428 } 3732 }
3429 break; 3733 break;
3430 3734
3431 default: 3735 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3736 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3737 }
3434 3738
3435 SET_FLAG (op, FLAG_APPLIED); 3739 SET_FLAG (op, FLAG_APPLIED);
3436 3740
3437 if (tmp) 3741 if (tmp)
3438 tmp = insert_ob_in_ob (tmp, who); 3742 who->insert (tmp);
3439 3743
3440 who->update_stats (); 3744 who->update_stats ();
3441 3745
3442 /* We exclude spell casting objects. The fire code will set the 3746 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 3747 * been applied flag when they are used - until that point,
3445 */ 3749 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3750 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3751 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3752
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3753 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3754 if (who->type == PLAYER)
3452 { 3755 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3756 who->failmsg (
3757 "Oops, it feels deadly cold! "
3758 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3759 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3760 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3761 }
3456 }
3457 3762
3458 if (who->type == PLAYER) 3763 if (object *pl = op->visible_to ())
3459 {
3460 /* if multiple objects were applied, update both slots */
3461 if (tmp)
3462 esrv_send_item (who, tmp);
3463
3464 esrv_send_item (who, op); 3764 esrv_send_item (pl, op);
3465 }
3466 3765
3467 return 0; 3766 return 0;
3468}
3469
3470int
3471monster_apply_special (object *who, object *op, int aflags)
3472{
3473 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3474 return 1;
3475 return apply_special (who, op, aflags);
3476} 3767}
3477 3768
3478/** 3769/**
3479 * Map was just loaded, handle op's initialisation. 3770 * Map was just loaded, handle op's initialisation.
3480 * 3771 *
3483int 3774int
3484auto_apply (object *op) 3775auto_apply (object *op)
3485{ 3776{
3486 object *tmp = NULL, *tmp2; 3777 object *tmp = NULL, *tmp2;
3487 int i; 3778 int i;
3779
3780 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3488 3781
3489 switch (op->type) 3782 switch (op->type)
3490 { 3783 {
3491 case SHOP_FLOOR: 3784 case SHOP_FLOOR:
3492 if (!op->has_random_items ()) 3785 if (!op->has_random_items ())
3494 3787
3495 do 3788 do
3496 { 3789 {
3497 i = 10; /* let's give it 10 tries */ 3790 i = 10; /* let's give it 10 tries */
3498 while ((tmp = generate_treasure (op->randomitems, 3791 while ((tmp = generate_treasure (op->randomitems,
3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3792 op->stats.exp
3793 ? (int) op->stats.exp
3794 : max (op->map->difficulty, 5)))
3795 == NULL && --i);
3796
3500 if (tmp == NULL) 3797 if (tmp == NULL)
3501 return 0; 3798 return 0;
3799
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3800 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3503 { 3801 {
3504 tmp->destroy (); 3802 tmp->destroy ();
3505 tmp = NULL; 3803 tmp = NULL;
3506 } 3804 }
3509 3807
3510 tmp->x = op->x; 3808 tmp->x = op->x;
3511 tmp->y = op->y; 3809 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID); 3810 SET_FLAG (tmp, FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0); 3811 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp); 3812 identify (tmp);
3516 break; 3813 break;
3517 3814
3518 case TREASURE: 3815 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3816 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3526 /* If we generated an object and put it in this object inventory, 3823 /* If we generated an object and put it in this object inventory,
3527 * move it to the parent object as the current object is about 3824 * move it to the parent object as the current object is about
3528 * to disappear. An example of this item is the random_* stuff 3825 * to disappear. An example of this item is the random_* stuff
3529 * that is put inside other objects. 3826 * that is put inside other objects.
3530 */ 3827 */
3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3533 tmp2 = tmp->below;
3534 tmp->remove ();
3535
3536 if (op->env) 3828 if (op->env)
3537 insert_ob_in_ob (tmp, op->env); 3829 while (op->inv)
3538 else 3830 op->env->insert (op->inv);
3539 tmp->destroy ();
3540 }
3541 3831
3542 op->destroy (); 3832 op->destroy ();
3543 break; 3833 break;
3544 } 3834 }
3545 return tmp ? 1 : 0; 3835
3836 return !!tmp;
3546} 3837}
3547 3838
3548/** 3839/**
3549 * fix_auto_apply goes through the entire map every time a map 3840 * fix_auto_apply goes through the entire map every time a map
3550 * is loaded or swapped in and performs special actions for 3841 * is loaded or swapped in and performs special actions for
3564 3855
3565 if (tmp->inv) 3856 if (tmp->inv)
3566 { 3857 {
3567 object *invtmp, *invnext; 3858 object *invtmp, *invnext;
3568 3859
3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3860 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3570 { 3861 {
3571 invnext = invtmp->below; 3862 invnext = invtmp->below;
3572 3863
3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3864 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3574 auto_apply (invtmp); 3865 auto_apply (invtmp);
3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3866 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 { 3867 {
3577 while ((invtmp->stats.hp--) > 0) 3868 while (invtmp->stats.hp-- > 0)
3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3869 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579 3870
3580 invtmp->randomitems = NULL; 3871 invtmp->randomitems = NULL;
3581 } 3872 }
3582 else if (invtmp && invtmp->arch 3873 else if (invtmp && invtmp->arch
3643 } 3934 }
3644 3935
3645 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3937 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3938 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3648 check_trigger (tmp, tmp->above); 3939 check_trigger (tmp, tmp->above, tmp->above);
3649} 3940}
3650 3941
3651/** 3942/**
3652 * Handles player eating food that temporarily changes status (resistances, stats). 3943 * Handles player eating food that temporarily changes status (resistances, stats).
3653 * This used to call cast_change_attr(), but 3944 * This used to call cast_change_attr(), but
3658eat_special_food (object *who, object *food) 3949eat_special_food (object *who, object *food)
3659{ 3950{
3660 object *force; 3951 object *force;
3661 int i, did_one = 0; 3952 int i, did_one = 0;
3662 3953
3663 force = get_archetype (FORCE_NAME); 3954 char buf[64];
3955 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3956 shstr key (buf);
3664 3957
3665 for (i = 0; i < NUM_STATS; i++)
3666 if (sint8 k = food->stats.stat (i))
3667 {
3668 force->stats.stat (i) = k;
3669 did_one = 1;
3670 }
3671
3672 /* check if we can protect the eater */
3673 for (i = 0; i < NROFATTACKS; i++)
3674 {
3675 if (food->resist[i] > 0)
3676 {
3677 force->resist[i] = food->resist[i] / 2;
3678 did_one = 1;
3679 }
3680 }
3681
3682 if (did_one)
3683 {
3684 force->set_speed (0.1);
3685 /* bigger morsel of food = longer effect time */ 3958 /* bigger morsel of food = longer effect time */
3686 force->duration = food->stats.food / 5; 3959 int duration = TIME2TICK (food->stats.food);
3687 SET_FLAG (force, FLAG_APPLIED); 3960
3688 change_abil (who, force); 3961 if (force = who->force_find (key))
3689 insert_ob_in_ob (force, who); 3962 {
3963 if (duration > abs (force->speed_left / force->speed))
3964 {
3965 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));
3966 force->force_set_timer (duration);
3967 }
3968 else
3969 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3970
3971 return;
3690 } 3972 }
3691 else 3973 else
3974 {
3975 force = who->force_add (key, duration);
3976 force->name = key;
3977
3978 /* check if the food affects a stat */
3979 for (i = 0; i < NUM_STATS; i++)
3980 if (sint8 k = food->stats.stat (i))
3981 {
3982 force->stats.stat (i) = k;
3983 did_one = 1;
3984 }
3985
3986 /* check if we can protect the eater */
3987 for (i = 0; i < NROFATTACKS; i++)
3988 {
3989 if (food->resist[i] > 0)
3990 {
3991 force->resist[i] = food->resist[i];
3992 did_one = 1;
3993 }
3994 }
3995
3996 if (did_one)
3997 {
3998 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));
3999
4000 /* make the force take effect and report effects to user */
4001 change_abil (who, force);
4002 }
4003 else
3692 force->destroy (); 4004 force->destroy ();
4005 }
3693 4006
3694 /* check for hp, sp change */ 4007 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 4008 if (food->stats.hp != 0)
3696 { 4009 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 4010 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 4011 {
3699 assign (who->contr->killer, food->name); 4012 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4013 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4014 who->failmsg ("Eck!...that was poisonous!");
3702 } 4015 }
3703 else 4016 else
3704 { 4017 {
3705 if (food->stats.hp > 0) 4018 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4019 who->statusmsg ("You begin to feel better.");
3707 else 4020 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4021 who->failmsg ("Eck!...that was poisonous!");
4022
3709 who->stats.hp += food->stats.hp; 4023 who->stats.hp += food->stats.hp;
3710 } 4024 }
3711 } 4025 }
4026
3712 if (food->stats.sp != 0) 4027 if (food->stats.sp != 0)
3713 { 4028 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 4029 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 4030 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4031 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 4032 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 4033 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 4034 who->stats.sp = 0;
3720 } 4035 }
3721 else 4036 else
3722 { 4037 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4038 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 4039 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 4040 /* place limit on max sp from food? */
3726 } 4041 }
3727 } 4042 }
4043
3728 who->update_stats (); 4044 who->update_stats ();
3729}
3730
3731/**
3732 * Designed primarily to light torches/lanterns/etc.
3733 * Also burns up burnable material too. First object in the inventory is
3734 * the selected object to "burn". -b.t.
3735 */
3736void
3737apply_lighter (object *who, object *lighter)
3738{
3739 object *item;
3740 int is_player_env = 0;
3741
3742 item = find_marked_object (who);
3743 if (item)
3744 {
3745 if (lighter->last_eat && lighter->stats.food)
3746 { /* lighter gets used up */
3747 /* Split multiple lighters if they're being used up. Otherwise *
3748 * one charge from each would be used up. --DAMN */
3749 if (lighter->nrof > 1)
3750 {
3751 object *oneLighter = lighter->clone ();
3752
3753 lighter->nrof -= 1;
3754 oneLighter->nrof = 1;
3755 oneLighter->stats.food--;
3756 esrv_send_item (who, lighter);
3757 oneLighter = insert_ob_in_ob (oneLighter, who);
3758 esrv_send_item (who, oneLighter);
3759 }
3760 else
3761 lighter->stats.food--;
3762 }
3763 else if (lighter->last_eat)
3764 { /* no charges left in lighter */
3765 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3766 return;
3767 }
3768
3769 /* Perhaps we should split what we are trying to light on fire?
3770 * I can't see many times when you would want to light multiple
3771 * objects at once.
3772 */
3773
3774 if (who == item->in_player ())
3775 is_player_env = 1;
3776
3777 save_throw_object (item, AT_FIRE, who);
3778
3779 if (item->destroyed ())
3780 {
3781 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3782 /* Need to update the player so that the players glow radius
3783 * gets changed.
3784 */
3785 if (is_player_env)
3786 who->update_stats ();
3787 }
3788 else
3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3790 }
3791 else /* nothing to light */
3792 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3793
3794}
3795
3796/**
3797 * op made some mistake with a scroll, this takes care of punishment.
3798 * scroll_failure()- hacked directly from spell_failure
3799 */
3800void
3801scroll_failure (object *op, int failure, int power)
3802{
3803 if (abs (failure / 4) > power)
3804 power = abs (failure / 4); /* set minimum effect */
3805
3806 if (failure <= -1 && failure > -15)
3807 { /* wonder */
3808 object *tmp;
3809
3810 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3811 tmp = get_archetype (SPELL_WONDER);
3812 cast_wonder (op, op, 0, tmp);
3813 tmp->destroy ();
3814 }
3815 else if (failure <= -15 && failure > -35)
3816 { /* drain mana */
3817 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3818 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3819 if (op->stats.sp < 0)
3820 op->stats.sp = 0;
3821 }
3822 else if (settings.spell_failure_effects == TRUE)
3823 {
3824 if (failure <= -35 && failure > -60)
3825 { /* confusion */
3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3827 confuse_player (op, op, power);
3828 }
3829 else if (failure <= -60 && failure > -70)
3830 { /* paralysis */
3831 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3832 paralyze_player (op, op, power);
3833 }
3834 else if (failure <= -70 && failure > -80)
3835 { /* blind */
3836 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3837 blind_player (op, op, power);
3838 }
3839 else if (failure <= -80)
3840 { /* blast the immediate area */
3841 object *tmp = get_archetype (LOOSE_MANA);
3842 cast_magic_storm (op, tmp, power);
3843 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3844 tmp->destroy ();
3845 }
3846 }
3847} 4045}
3848 4046
3849void 4047void
3850apply_changes_to_player (object *pl, object *change) 4048apply_changes_to_player (object *pl, object *change)
3851{ 4049{
3899 } 4097 }
3900 4098
3901 /* insert the randomitems from the change's treasurelist into 4099 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4100 * the player ref: player.c
3903 */ 4101 */
3904 if (change->randomitems != NULL) 4102 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4103 give_initial_items (pl, change->randomitems);
3906 4104
3907 /* set up the face, for some races. */ 4105 /* set up the face, for some races. */
3908 4106
3909 /* first, look for the force object banning 4107 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4108 * changing the face. Certain races never change face with class.
3911 */ 4109 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4110 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4111 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4112 flag_change_face = 0;
3915 4113
3916 if (flag_change_face) 4114 if (flag_change_face)
3917 { 4115 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4116 pl->face = change->face;
3920 4117 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4118 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4119 }
3926 4120
3927 /* check the special case of can't use weapons */ 4121 /* check the special case of can't use weapons */
3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4122 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3929 if (!strcmp (change->name, "monk")) 4123 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4124 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3931 4125
3932 break; 4126 break;
3933 } 4127 }
3934 } 4128 }
3935} 4129}
3936 4130
3937/**
3938 * This handles items of type 'transformer'.
3939 * Basically those items, used with a marked item, transform both items into something
3940 * else.
3941 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3942 * Change information is contained in the 'slaying' field of the marked item.
3943 * The format is as follow: transformer:[number ]yield[;transformer:...].
3944 * This way an item can be transformed in many things, and/or many objects.
3945 * The 'slaying' field for transformer is used as verb for the action.
3946 */
3947void
3948apply_item_transformer (object *pl, object *transformer)
3949{
3950 object *marked;
3951 object *new_item;
3952 char *find;
3953 char *separator;
3954 int yield;
3955 char got[MAX_BUF];
3956 int len;
3957
3958 if (!pl || !transformer)
3959 return;
3960 marked = find_marked_object (pl);
3961 if (!marked)
3962 {
3963 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3964 return;
3965 }
3966 if (!marked->slaying)
3967 {
3968 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3969 return;
3970 }
3971 /* check whether they are compatible or not */
3972 find = strstr (marked->slaying, transformer->arch->archname);
3973 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3976 return;
3977 }
3978 find += strlen (transformer->arch->archname) + 1;
3979 /* Item can be used, now find how many and what it yields */
3980 if (isdigit (*(find)))
3981 {
3982 yield = atoi (find);
3983 if (yield < 1)
3984 {
3985 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3986 yield = 1;
3987 }
3988 }
3989 else
3990 yield = 1;
3991
3992 while (isdigit (*find))
3993 find++;
3994 while (*find == ' ')
3995 find++;
3996 memset (got, 0, MAX_BUF);
3997 if ((separator = strchr (find, ';')) != NULL)
3998 {
3999 len = separator - find;
4000 }
4001 else
4002 {
4003 len = strlen (find);
4004 }
4005 if (len > MAX_BUF - 1)
4006 len = MAX_BUF - 1;
4007 strcpy (got, find);
4008 got[len] = '\0';
4009
4010 /* Now create new item, remove used ones when required. */
4011 new_item = get_archetype (got);
4012 if (!new_item)
4013 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4015 return;
4016 }
4017
4018 new_item->nrof = yield;
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4020 insert_ob_in_ob (new_item, pl);
4021 esrv_send_inventory (pl, pl);
4022 /* Eat up one item */
4023 decrease_ob_nr (marked, 1);
4024 /* Eat one transformer if needed */
4025 if (transformer->stats.food)
4026 if (--transformer->stats.food == 0)
4027 decrease_ob_nr (transformer, 1);
4028}

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