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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 1.241 by root, Mon Apr 5 21:13:47 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 int success = 0;
99 96
100 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
101 return 0; 98 return 0;
102 99
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
105 */ 102 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0; 104 return 0;
108 105
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 106 /* 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. 107 * identified. If it doesn't, then go through the player inventory.
112 */ 108 */
109 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 111 {
115 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
116 { 113 {
117 identify (marked); 114 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
123 } 121 }
124 return money == NULL;
125 } 122 }
126 }
127 123
128 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
129 { 125 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 127 {
132 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
133 { 129 {
134 identify (id); 130 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 133 if (id->msg)
137 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
144 break; 138 break;
145 } 139 }
146 else 140 else
147 { 141 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 143 break;
150 } 144 }
151 } 145 }
152 } 146 }
153 if (!success) 147
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
155 return money == NULL; 153 return !money;
156} 154}
157 155
158/** 156/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 158 * matching item.
161 **/ 159 **/
162static void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 164 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} 165}
186 166
187/** 167/**
188 * Handles applying a potion. 168 * Handles applying a potion.
189 */ 169 */
190int 170int
191apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
192{ 172{
193 int got_one = 0, i; 173 int got_one = 0, i;
194 object *force = 0, *floor = 0; 174 object *force = 0;
195 175
196 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 177
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 179 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 183 return 0;
204 } 184 }
205 185
206 if (op->type == PLAYER) 186 if (op->type == PLAYER)
217 197
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 199 {
220 op->drain_stat (); 200 op->drain_stat ();
221 op->update_stats (); 201 op->update_stats ();
222 decrease_ob (tmp); 202 tmp->decrease ();
223 return 1; 203 return 1;
224 } 204 }
225 205
226 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
227 { 207 {
228 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 209 return 0;
230 } 210 }
211
231 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
232 213
233 if (depl) 214 if (depl)
234 { 215 {
235 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 217 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
238 219
239 depl->destroy (); 220 depl->destroy ();
240 op->update_stats (); 221 op->update_stats ();
241 } 222 }
242 else 223 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
244 225
245 decrease_ob (tmp); 226 tmp->decrease ();
246 return 1; 227 return 1;
247 } 228 }
248 229
249 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 232 {
252 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
253 { 234 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 236 {
256 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
257 { 238 {
258 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
259 break; 240 break;
260 } 241 }
242
261 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
262 { 244 {
263 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
264 break; 246 break;
265 } 247 }
248
266 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
267 { 250 {
268 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
269 break; 252 break;
270 } 253 }
274 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
275 { 258 {
276 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
277 break; 260 break;
278 } 261 }
262
279 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
280 { 264 {
281 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
282 break; 266 break;
283 } 267 }
268
284 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
285 { 270 {
286 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
287 break; 272 break;
288 } 273 }
289 } 274 }
290 } 275 }
291 276
292 /* Just makes checking easier */ 277 /* Just makes checking easier */
293 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
294 got_one = 1; 279 got_one = 1;
295 280
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 282 {
298 if (got_one) 283 if (got_one)
299 { 284 {
300 op->update_stats (); 285 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
304 } 289 }
305 else 290 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 292 }
308 else 293 else
309 { /* cursed potion */ 294 { /* cursed potion */
310 if (got_one) 295 if (got_one)
311 { 296 {
312 op->update_stats (); 297 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
314 } 299 }
315 else 300 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 302 }
318 303
319 decrease_ob (tmp); 304 tmp->decrease ();
320 return 1; 305 return 1;
321 } 306 }
322 307
323 308
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 313 */
329 if (tmp->inv) 314 if (tmp->inv)
330 { 315 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 317 {
333 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
334 319 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 } 320 }
344 else 321 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 323
347 decrease_ob (tmp); 324 tmp->decrease ();
325
348 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 328 op->update_stats ();
329
351 return 1; 330 return 1;
352 } 331 }
353 332
354 /* Deal with protection potions */ 333 /* Deal with protection potions */
355 force = NULL; 334 force = NULL;
357 { 336 {
358 if (tmp->resist[i]) 337 if (tmp->resist[i])
359 { 338 {
360 if (!force) 339 if (!force)
361 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
365 } 345 }
366 } 346 }
347
367 /* This is a protection potion */ 348 /* This is a protection potion */
368 if (force) 349 if (force)
369 { 350 {
370 /* cursed items last longer */ 351 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 360 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 364 change_abil (op, force);
384 decrease_ob (tmp); 365 tmp->decrease ();
385 return 1; 366 return 1;
386 } 367 }
387 368
388 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 370 if (op->type == PLAYER)
390 { /* only for players */ 371 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 376 else
394 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
395 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
397 } 381 }
398 382
399 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 386 * up all the stats.
403 */ 387 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 389 op->update_stats ();
406 decrease_ob (tmp); 390 tmp->decrease ();
407 return 1; 391 return 1;
408} 392}
409 393
410/**************************************************************************** 394/****************************************************************************
411 * Weapon improvement code follows 395 * Weapon improvement code follows
412 ****************************************************************************/ 396 ****************************************************************************/
413 397
414/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
415 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
416 */ 415 */
417static int 416static int
418check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
419{ 418{
420 int count = 0; 419 int count = 0;
421 420
422 421 if (!item)
423 if (item == NULL)
424 return 0; 422 return 0;
425 423
426 op = op->below; 424 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* 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; 428 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 429
444 return count; 430 return count;
445} 431}
446 432
447/** 433/**
449 * op is typically the player, which is only 435 * op is typically the player, which is only
450 * really used to determine what space to look at. 436 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
452 */ 438 */
453static void 439static void
454eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 441{
456 object *prev; 442 object *prev;
457 443
458 prev = op; 444 prev = op;
459 op = op->below; 445 op = op->below;
460 446
461 while (op != NULL) 447 while (op)
462 { 448 {
463 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
464 { 450 {
465 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
466 { 452 {
467 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
468 return; 454 return;
469 } 455 }
470 else 456 else
471 { 457 {
472 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
473 nrof -= op->nrof; 459 nrof -= op->nrof;
474 } 460 }
461
475 op = prev; 462 op = prev;
476 } 463 }
464
477 prev = op; 465 prev = op;
478 op = op->below; 466 op = op->below;
479 } 467 }
480} 468}
481 469
482/** 470/**
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. 471 * 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. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 473 */
538static int 474static int
539check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
540{ 476{
541 int count = 0; 477 int count = 0;
542 478
543 if (improver->slaying != NULL) 479 if (improver->slaying)
544 { 480 {
545 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
546 if (count < 1) 482 if (count < 1)
547 { 483 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 485 return 0;
553 } 486 }
554 } 487 }
555 else 488 else
556 count = 1; 489 count = 1;
559} 492}
560 493
561/** 494/**
562 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
563 */ 496 */
564int 497static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 499{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 500 stat += sacrifice_count;
570 weapon->last_eat++; 501 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
572 decrease_ob (improver);
573 503
574 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
575 op->update_stats (); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
576 return 1; 513 return 1;
577} 514}
578 515
579/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 521#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 523#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 526#define IMPROVE_INT 10
590#define IMPROVE_POW 11 527#define IMPROVE_POW 11
591
592 528
593/** 529/**
594 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
596 */ 532 */
597 533static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
600{ 535{
601 int sacrifice_count, i; 536 int sacrifice_count, i;
602 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
603 538
604 if (weapon->level != 0) 539 if (weapon->level != 0)
605 { 540 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
607 return 0; 542 return 0;
608 } 543 }
544
609 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 546 if (weapon->resist[i])
611 break; 547 break;
612 548
613 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
620 { 556 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
622 return 0; 560 return 0;
623 } 561 }
562
624 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
626 return 0; 565 return 0;
566
627 weapon->level = isqrt (sacrifice_count); 567 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); 568 eat_item (op, improver->slaying, sacrifice_count);
630 569
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
632 575
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 579 slot at once! */
637 decrease_ob (improver); 580 improver->decrease ();
638 weapon->last_eat = 0; 581 weapon->last_eat = 0;
639 return 1; 582 return 1;
640} 583}
641
642 584
643/** 585/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 587 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
649 * 591 *
650 * We are hiding extra information about the weapon in the level and 592 * 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 ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
653 */ 595 */
654int 596static int
655improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
656{ 598{
657 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
658 600
659 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
662 } 603
663 if (weapon->level == 0) 604 if (weapon->level == 0)
664 { 605 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 609 return 0;
667 } 610 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 614 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 616 return 0;
672 } 617 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
674 { 621 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 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"); 623 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
678 return 0; 625 return 0;
679 } 626 }
627
680 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* 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, 629 * 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 630 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 631 * weapon can be improved.
684 */ 632 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 634 {
687 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 636 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); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 638 weapon->last_eat++;
691 639
692 weapon->item_power++; 640 weapon->item_power++;
693 decrease_ob (improver); 641 improver->decrease ();
694 return 1; 642 return 1;
695 } 643 }
644
696 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 646 {
698 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 649 if (weapon->weight < 1)
701 weapon->weight = 1; 650 weapon->weight = 1;
651
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 653 weapon->last_eat++;
704 weapon->item_power++; 654 weapon->item_power++;
705 decrease_ob (improver); 655 improver->decrease ();
706 return 1; 656 return 1;
707 } 657 }
658
708 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 660 {
710 weapon->magic++; 661 weapon->magic++;
711 weapon->last_eat++; 662 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 664 improver->decrease ();
714 weapon->item_power++; 665 weapon->item_power++;
715 return 1; 666 return 1;
716 } 667 }
717 668
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
724 675
725 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
727 { 678 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 680 return 0;
730 } 681 }
682
731 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 684 weapon->item_power++;
733 685
734 switch (improver->stats.sp) 686 switch (improver->stats.sp)
735 { 687 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 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"); 689 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"); 690 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"); 691 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"); 692 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"); 693 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"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 695 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
752 } 697 }
698
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 700 return 0;
755} 701}
756 702
757/** 703/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
761 */ 707 */
762int 708static int
763check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
764{ 710{
765 object *otmp; 711 object *otmp;
766 712
767 if (op->type != PLAYER) 713 if (op->type != PLAYER)
768 return 0; 714 return 0;
769 715
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 717 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 719 return 0;
774 } 720 }
775 721
776 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
777 if (!otmp) 724 if (!otmp)
778 { 725 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 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; 727 return 0;
781 } 728 }
782 729
783 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 731 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 733 return 0;
787 } 734 }
788 735
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 736 op->statusmsg ("Applied weapon builder.");
737
790 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
792 return 1; 740 return 1;
793} 741}
794 742
812 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 761 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 763 * changing of physical area right now.
816 */ 764 */
817int 765static int
818improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
819{ 767{
820 object *tmp; 768 object *tmp;
821 769
822 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
823 { 771 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 773 return 0;
826 } 774 }
775
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* 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. 777 * 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 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 779 * of gnarg and what not?)
831 */ 780 */
832 if (armour->title) 781 if (armour->title)
833 { 782 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 784 return 0;
836 } 785 }
837 786
838 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
840 */ 789 */
841 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 791
846 armour->magic++; 792 armour->magic++;
847 793
848 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
849 { 795 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 833
888 if (op->type == PLAYER) 834 if (op->type == PLAYER)
889 { 835 {
890 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 839 op->update_stats ();
893 } 840 }
894 decrease_ob (improver); 841
842 improver->decrease ();
843
895 if (tmp) 844 if (tmp)
896 { 845 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 846
898 esrv_send_item (op, tmp);
899 }
900 return 1; 847 return 1;
901} 848}
902
903 849
904/* 850/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * 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. 852 * what the converter wants, -1 if the converter is broken.
907 */ 853 *
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. 854 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
917 */ 858 */
918int 859int
919convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
920{ 861{
921 int nr = 0; 862 sint64 nr = 0, price_in;
922 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
923 871
924 /* We make some assumptions - we assume if it takes money as it type, 872 /* 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 873 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
927 */ 875 */
928 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
929 { 877 {
930 int cost;
931
932 if (item->type != MONEY) 878 if (item->type != MONEY)
933 return 0; 879 return 0;
934 880
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 882 if (!nr)
937 return 0; 883 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 884
939 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 886
941 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
943 890
944 price_in = cost * item->value; 891 price_in = cost * item->value;
945 } 892 }
946 else 893 else
947 { 894 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 895 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
950 return 0; 898 return 0;
951 899
952 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
953 { 903 {
954 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
957 } 907 }
958 else 908 else
959 { 909 {
960 price_in = item->value; 910 price_in = item->value;
961 item->destroy (); 911 item->destroy ();
962 } 912 }
963 } 913 }
964 914
965 if (converter->inv != NULL) 915 if (converter->inv)
966 { 916 {
967 object *ob; 917 object *ob;
968 int i; 918 int i;
969 object *ob_to_copy; 919 object *ob_to_copy;
970 920
971 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 925 ob_to_copy = ob;
978 } 926
979 } 927 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 930 }
984 else 931 else
985 { 932 {
986 if (converter->other_arch == NULL) 933 if (!conv_to)
987 { 934 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 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); 936 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 937 return -1;
991 } 938 }
992 939
993 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 942 }
996 943
997 if (CONV_NR (converter)) 944 if (give)
998 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
999 if (nr) 947 if (nr)
1000 item->nrof *= nr; 948 item->nrof *= nr;
1001 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1003 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 962 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 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); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 965 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1011 */ 968 */
1012 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 977 return 1;
1015} 978}
1016 979
1017/** 980/**
1018 * Handle apply on containers. 981 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1022 */ 985 */
1023int 986static int
1024apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1025{ 988{
1026 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 990 return 0; /* This might change */
1028 991
1034 997
1035 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1036 999
1037 if (sack->env && sack->env != op) 1000 if (sack->env && sack->env != op)
1038 { 1001 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1003 return 1;
1041 } 1004 }
1042 1005
1043 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1045 { 1008 {
1046 if (op->container == sack) 1009 if (op->container_ () == sack)
1047 { 1010 {
1048 // open on ground or inv, so close 1011 // open on ground or inv, so close
1049 op->close_container (); 1012 op->close_container ();
1050 return 1; 1013 return 1;
1051 } 1014 }
1052 else if (!sack->env) 1015 else if (!sack->env)
1053 { 1016 {
1054 // active, but not ours: some other player has opened it 1017 // 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)); 1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1019 return 1;
1057 } 1020 }
1058 1021
1059 // fall through to opening it (active in inv) 1022 // fall through to opening it (active in inv)
1060 } 1023 }
1062 { 1025 {
1063 // it is in our env, so activate it, do not open yet 1026 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1027 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1028 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1031 return 1;
1069 } 1032 }
1070 1033
1071 // it's locked? 1034 // it's locked?
1072 if (sack->slaying) 1035 if (sack->slaying)
1073 { 1036 {
1074 if (object *tmp = find_key (op, op, sack)) 1037 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)); 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1039 else
1077 { 1040 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1042 return 1;
1080 } 1043 }
1081 } 1044 }
1082 1045
1083 op->open_container (sack); 1046 op->open_container (sack);
1094{ 1057{
1095 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1060 return 0;
1098 1061
1099 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1100 { 1063 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1104 */ 1067 */
1105 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1106 { 1069 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1073 * old maps.
1111 */ 1074 */
1112 1075
1113/* push_button (altar);*/ 1076/* push_button (altar);*/
1114 } 1077 }
1115 else 1078 else
1116 { 1079 {
1117 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1118 push_button (altar); 1081 push_button (altar, originator);
1119 } 1082 }
1120 1083
1121 return !sacrifice; 1084 return !sacrifice;
1122 } 1085 }
1123 else 1086 else
1138 double opinion; 1101 double opinion;
1139 object *tmp, *next; 1102 object *tmp, *next;
1140 1103
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1105
1143 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1144 { 1118 {
1145 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1147 * the shop. 1121 * the shop.
1148 */ 1122 */
1152 1126
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1128 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1130
1131 if (i >= 0)
1157 tmp->remove (); 1132 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 } 1133 }
1167 } 1134 }
1168 1135
1169 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1175 */ 1142 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1144 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* 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); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1147
1182 if (i != -1) 1148 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1150
1185 return 0; 1151 return 0;
1186 } 1152 }
1153
1187 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1189 */ 1156 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1158 }
1192 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1193 { 1160 {
1194 /* this is only used for players */ 1161 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1197 if (shop_mat->msg) 1171 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1173 /* 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 1174 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1175 * actually the shop floor.
1202 */ 1176 */
1203 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1204 { 1178 {
1205 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1206 1180
1207 if (opinion > 0.9) 1181 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1186 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1187 }
1216 } 1188 }
1217 else 1189 else
1218 { 1190 {
1219 /* if we get here, a player tried to leave a shop but was not able 1191 /* 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 1192 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1193 * they are not on the mat anymore
1222 */ 1194 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1196
1225 if (i == -1) 1197 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1199 else
1230 { 1200 {
1231 op->remove (); 1201 op->remove ();
1232 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1243 * Handles applying a sign. 1213 * Handles applying a sign.
1244 */ 1214 */
1245static void 1215static void
1246apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1247{ 1217{
1248 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1249 1220
1250 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1251 { 1222 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 1224 return;
1254 } 1225 }
1255 1226
1227 if (!sign->msg)
1228 {
1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1233 return;
1234 }
1235
1256 if (sign->stats.food) 1236 if (sign->stats.food)
1257 { 1237 {
1258 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1259 { 1239 {
1260 if (!sign->move_on) 1240 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1262 return; 1243 return;
1263 } 1244 }
1264 1245
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1247 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1252 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1253 * to us).
1273 */ 1254 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1256 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1277 return; 1258 return;
1278 } 1259 }
1279 1260
1280 if (op->contr) 1261 if (op->contr)
1281 if (client *ns = op->contr->ns) 1262 if (client *ns = op->contr->ns)
1282 { 1263 {
1283 msgType = get_readable_message_type (sign); 1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1284 1268
1285 if (ns->can_msg) 1269 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 } 1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1294} 1303}
1295 1304
1296/** 1305/**
1297 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1312 return; 1321 return;
1313 1322
1314 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1315 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1316 */ 1325 */
1317 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1318 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1319 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1320 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1321 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1322 */ 1331 */
1329 1338
1330 recursion_depth++; 1339 recursion_depth++;
1331 if (trap->head) 1340 if (trap->head)
1332 trap = trap->head; 1341 trap = trap->head;
1333 1342
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335 goto leave;
1336
1337 switch (trap->type) 1344 switch (trap->type)
1338 { 1345 {
1339 case PLAYERMOVER: 1346 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1341 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1342 if (!trap->stats.maxsp) 1420 if (!trap->value)
1343 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1344 1423
1345 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1346 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1347 */ 1439 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1349 1441
1350 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1351 * above with some objects have zero speed, and thus the player 1443 {
1352 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1353 */ 1453 }
1354 if (victim->speed_left < -50.f) 1454 break;
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 } 1455 }
1358 goto leave;
1359 1456
1360 case SPINNER: 1457 case CONVERTER:
1361 if (victim->direction) 1458 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 { 1459 {
1413 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1414 1461 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 } 1462 }
1425 1463
1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1427 { 1486 {
1428 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1429 * ab->above would be bogus 1488 * players output.
1430 */ 1489 */
1431 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1432 1492
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1434 { 1494 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 } 1495 }
1444 goto leave; 1496 break;
1445 }
1446 1497
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: 1498 case ENCOUNTER:
1501 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1502 goto leave; 1500 break;
1503 1501
1504 case SHOP_MAT: 1502 case SHOP_MAT:
1505 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1506 goto leave; 1504 break;
1507 1505
1508 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1511 goto leave; 1509 break;
1512 1510
1513 case SIGN: 1511 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1515 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1516 1514
1517 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1518 goto leave; 1516 break;
1519 1517
1520 case CONTAINER: 1518 case CONTAINER:
1521 apply_container (victim, trap); 1519 apply_container (victim, trap);
1522 goto leave; 1520 break;
1523 1521
1524 case RUNE: 1522 case RUNE:
1525 case TRAP: 1523 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1529 } 1526 break;
1530 goto leave;
1531 1527
1532 default: 1528 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 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); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 goto leave; 1531 break;
1536 } 1532 }
1537 1533
1538leave:
1539 recursion_depth--; 1534 recursion_depth--;
1540} 1535}
1541 1536
1542/** 1537/**
1543 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1548 int lev_diff; 1543 int lev_diff;
1549 object *skill_ob; 1544 object *skill_ob;
1550 1545
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1547 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1554 return; 1549 return;
1555 } 1550 }
1556 1551
1557 if (!tmp->msg) 1552 if (!tmp->msg)
1558 { 1553 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1560 return; 1555 return;
1561 } 1556 }
1562 1557
1563 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1564 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1565 if (!skill_ob) 1560 if (!skill_ob)
1566 { 1561 {
1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1568 return; 1563 return;
1569 } 1564 }
1570 1565
1571 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1573 { 1568 {
1574 if (lev_diff < 2) 1569 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."); 1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1576 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1578 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "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; 1575 return;
1587 } 1576 }
1588 1577
1578 // we currently don't use the message types for anything.
1589 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1590 1582
1591 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1592 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1593 if (ns->can_msg) 1585 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 1586
1608 /* gain xp from reading */ 1587 /* gain xp from reading */
1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1610 { /* only if not read before */ 1589 { /* only if not read before */
1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1613 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1614 { 1593 {
1615 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1616 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1617 1596
1618 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1619 if (tmp->env)
1620 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1621 else
1622 op->contr->ns->floorbox_update ();
1623 } 1599 }
1624 1600
1625 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 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 */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1627 } 1603 }
1628} 1604}
1629 1605
1630/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1631 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * 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 1661 * op is the person learning the skill, tmp is the skill scroll object
1633 */ 1662 */
1634static void 1663static void
1635apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1636{ 1665{
1637 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1638 { 1667 {
1639 case 0: 1668 case 0:
1640 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1642 return; 1671 break;
1643 1672
1644 case 1: 1673 case 1:
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1646 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1647 return; 1677 break;
1648 1678
1649 default: 1679 default:
1680 tmp->decrease ();
1681 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)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1651 decrease_ob (tmp);
1652 return; 1683 break;
1653 } 1684 }
1654} 1685}
1655 1686
1656/** 1687/**
1657 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1677 return; 1708 return;
1678 } 1709 }
1679 return; 1710 return;
1680 } 1711 }
1681 1712
1682 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1683 tmp = spell->clone (); 1715 tmp = spell->clone ();
1684 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1685 1717
1686 if (special_prayer) 1718 if (special_prayer)
1687 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1706 { 1738 {
1707 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1708 return; 1740 return;
1709 } 1741 }
1710 1742
1711 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1712 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
1717/** 1748/**
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 = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1741 if (!spell) 1772 if (!spell)
1742 { 1773 {
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1744 return; 1775 return;
1745 } 1776 }
1746 else 1777 else
1747 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1748 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1749 } 1781 }
1750 1782
1751 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1752 1784
1753 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1754 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1755 if (!skop) 1787 if (!skop)
1756 { 1788 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1758 return; 1790 return;
1759 } 1791 }
1760 1792
1761 spell = tmp->inv; 1793 spell = tmp->inv;
1762 1794
1763 if (!spell) 1795 if (!spell)
1764 { 1796 {
1765 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1766 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1767 return; 1799 return;
1768 } 1800 }
1769 1801
1770 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1771 { 1804 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1773 return; 1807 return;
1774 } 1808 }
1775 1809
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", ordinal (spell->level), &spell->name));
1777 1811
1778 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1779 {
1780 identify (tmp); 1813 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 1814
1788 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1789 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1790 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1791 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1792 */ 1819 */
1793 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1794 { 1821 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1796 return; 1823 return;
1797 } 1824 }
1798 1825
1799 if (spell->skill) 1826 if (spell->skill)
1800 { 1827 {
1801 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1802 1829
1803 if (!spell_skill) 1830 if (!spell_skill)
1804 { 1831 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1806 return; 1833 return;
1807 } 1834 }
1808 1835
1809 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1810 { 1837 {
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); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1812 return; 1839 return;
1813 } 1840 }
1814 } 1841 }
1815 1842
1816 /* Logic as follows 1843 /* Logic as follows
1825 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
1826 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1827 */ 1854 */
1828 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1829 { 1856 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1831 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1832 } 1859 }
1833 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 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]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1835 { 1862 {
1836 1863 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); 1864 do_learn_spell (op, spell, 0);
1839 1865
1840 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1841 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1842 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1843 } 1869 }
1844 else 1870 else
1845 { 1871 {
1846 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1847 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1848 } 1874 }
1849 1875
1850 decrease_ob (tmp); 1876 tmp->decrease ();
1851} 1877}
1852 1878
1853/** 1879/**
1854 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1855 */ 1881 */
1858{ 1884{
1859 object *skop; 1885 object *skop;
1860 1886
1861 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1862 { 1888 {
1863 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1864 return; 1890 return;
1865 } 1891 }
1866 1892
1867 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1868 { 1894 {
1869 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1870 return; 1896 return;
1871 } 1897 }
1872 1898
1873 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1874 { 1900 {
1880 */ 1906 */
1881 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1882 1908
1883 if (!skop) 1909 if (!skop)
1884 { 1910 {
1885 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1886 return; 1912 return;
1887 } 1913 }
1888 1914
1889 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1890 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1891 } 1917 }
1892 1918
1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1894 identify (tmp); 1920 identify (tmp);
1895 1921
1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1897 1923
1898 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1899 decrease_ob (tmp); 1925 tmp->decrease ();
1900} 1926}
1901 1927
1902/** 1928/**
1903 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1904 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1905 * chest. 1931 * chest.
1906 */ 1932 */
1907static void 1933static void
1908apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1909{ 1935{
1910 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
1911 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
1912 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
1913 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
1914 * treasure 1940 * treasure
1915 */ 1941 */
1916 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1917 1943
1918 if (!treas) 1944 if (!treas)
1919 { 1945 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1921 decrease_ob (tmp); 1947 tmp->decrease ();
1922 return; 1948 return;
1923 } 1949 }
1924 1950
1925 while (tmp->inv) 1951 while (tmp->inv)
1926 { 1952 {
1927 treas = tmp->inv; 1953 treas = tmp->inv;
1928
1929 treas->remove (); 1954 treas->remove ();
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1931 1955
1932 treas->x = op->x; 1956 treas->x = op->x;
1933 treas->y = op->y; 1957 treas->y = op->y;
1934 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1935 1959
1936 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1937 spring_trap (treas, op); 1961 spring_trap (treas, op);
1938 1962
1939 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1940 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1941 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1942 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1943 */ 1967 */
1944 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1945 break; 1969 break;
1946 } 1970 }
1947 1971
1948 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1949 decrease_ob (tmp); 1973 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} 1974}
2019 1975
2020/** 1976/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2025 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2026 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2027 * return: 1983 * return:
2028 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2029 */ 1985 */
2030int 1986static int
2031dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2032{ 1988{
2033 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2036 1992
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2043 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2044 int i; /* index */ 1999 int i; /* index */
2045 2000
2046 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2047 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2048 return 0; 2003 return 0;
2049 2004
2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2051 from the player's inventory */ 2006 from the player's inventory */
2052 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2060 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2061 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2062 return 0; 2017 return 0;
2063 2018
2064 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2067 else 2022 else
2068 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2069 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2070 op->stats.hp = op->stats.maxhp;
2071
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2073 2027
2074 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2075 2029
2076 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2077 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2087 2041
2088 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2089 flesh is too rare */ 2043 flesh is too rare */
2090 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2091 2045
2092 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2093 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2094 2048
2095 if (chance >= 0.) 2049 if (chance >= 0.)
2096 chance += 1.; 2050 chance += 1.;
2097 else 2051 else
2098 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2099 2053
2100 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2101 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2102 2056
2103 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2104 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2105 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2106 2060
2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2108 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2109 { 2063 {
2110 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2111 winners++; 2065 winners++;
2112 } 2066 }
2113 2067
2118 } 2072 }
2119 } 2073 }
2120 2074
2121 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2123 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2124 if (totalchance > 50.) 2080 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2092 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2139 2096
2140 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2141 i = -1; 2098 i = -1;
2142 if (winners > 0) 2099 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2144 2101
2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 { 2103 {
2147 /* resistance increased! */ 2104 /* resistance increased! */
2148 skin->resist[i]++; 2105 skin->resist[i]++;
2149 op->update_stats (); 2106 op->update_stats ();
2150 2107
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2108 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 } 2109 }
2154 2110
2155 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2112 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) 2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2114 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2116
2161 if (meal->last_eat != abil->stats.exp) 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2162 { 2123 ));
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 2124 else
2169 { 2125 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2126 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; 2127 abil->last_eat = 0;
2173 } 2128 }
2174 } 2129 }
2130
2175 return 1; 2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2176} 2206}
2177 2207
2178/** 2208/**
2179 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2180 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2182static void 2212static void
2183apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2184{ 2214{
2185 object *armor; 2215 object *armor;
2186 2216
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2218 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2220 return;
2191 } 2221 }
2192 2222
2193 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2194 2224
2195 if (!armor) 2225 if (!armor)
2196 { 2226 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2228 return;
2199 } 2229 }
2200 2230
2201 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2232 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2234 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2236 return;
2207 } 2237 }
2208 2238
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2211} 2241}
2212 2242
2213extern void 2243void
2214apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2215{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2216 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2217 { 2252 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2221 } 2256 }
2257
2222 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2223 { 2259 {
2224 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 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); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2226 } 2262 }
2263
2227 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2228 handle_apply_yield (tmp); 2265 poison->destroy ();
2229 decrease_ob (tmp);
2230} 2266}
2231 2267
2232/** 2268/**
2233 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2234 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2235 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2236 * -You are
2237 * ° the owner of the exit
2238 * ° or in the same party as the owner
2239 * 2272 *
2240 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2241 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2242 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2243 */ 2276 */
2244int 2277static object *
2245is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2246{ 2279{
2247 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2248 return 1; /*This is not a 2 way, so it is legal */
2249
2250#if 0 //TODO
2251 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2252 return 0; /* This is a reset town portal */
2253#endif
2254
2255 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2256
2257 if (exitmap)
2258 { 2281 {
2259 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2260
2261 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2262
2263 if (!tmp)
2264 return 0;
2265
2266 for (; tmp; tmp = tmp->above)
2267 { 2283 {
2268 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2269 continue; /*Not an exit */
2270
2271 if (!EXIT_PATH (tmp))
2272 continue; /*Not a valid exit */
2273
2274 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2275 continue; /*Not in the same place */
2276
2277 if (exit->map->path != EXIT_PATH (tmp))
2278 continue; /*Not in the same map */
2279
2280 /* From here we have found the exit is valid. However we do
2281 * here the check of the exit owner. It is important for the
2282 * town portals to prevent strangers from visiting your appartments
2283 */
2284 if (!exit->race)
2285 return 1; /*No owner, free for all! */
2286
2287 object *exit_owner = 0;
2288
2289 for_all_players (pp)
2290 { 2285 {
2291 if (!pp->ob) 2286 lighter = tmp;
2292 continue;
2293
2294 if (pp->ob->name != exit->race)
2295 continue;
2296
2297 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2298 break; 2287 break;
2299 } 2288 }
2289 }
2300 2290
2301 if (!exit_owner) 2291 if (!lighter)
2302 return 0; /* No more owner */ 2292 {
2303 2293 who->failmsg (format (
2304 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2305 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2306 2296 &op->name));
2307 if (exit_owner && /*There is a owner */
2308 (op->contr) && /*A player tries to pass */
2309 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2310 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2311 return 0; 2297 return 0;
2298 }
2299 }
2312 2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2313 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2314 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2315 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2316 2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2317 return 0; 2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2318} 2613}
2319 2614
2320/** 2615/**
2321 * Main apply handler. 2616 * Main apply handler.
2322 * 2617 *
2325 * Return value: 2620 * Return value:
2326 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2327 * 1: has been applied, or there was an error applying the object 2622 * 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 2623 * 2: objects of that type can't be applied if not in inventory
2329 * 2624 *
2330 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2331 * being applied. 2626 * being applied.
2332 * 2627 *
2333 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2334 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2335 */ 2630 */
2336int 2631static int
2337manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2338{ 2633{
2339 if (tmp->head) 2634 op = op->head_ ();
2340 tmp = tmp->head;
2341 2635
2342 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2343 { 2637 {
2344 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2345 { 2639 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2347 return 1; 2642 return 1;
2348 } 2643 }
2349 else 2644 else
2350 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2351 } 2646 }
2352 2647
2353 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2354 return RESULT_INT (0); 2649 return RESULT_INT (0);
2355 2650
2356 switch (tmp->type) 2651 switch (op->type)
2357 { 2652 {
2358 case CF_HANDLE: 2653 case T_HANDLE:
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2360 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2361 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2362 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2363 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2364 push_button (tmp); 2659 push_button (op, who);
2365 return 1; 2660 return 1;
2366 2661
2367 case TRIGGER: 2662 case TRIGGER:
2368 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2369 { 2664 {
2370 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2371 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2372 } 2667 }
2373 else 2668 else
2374 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2375 2670
2376 return 1; 2671 return 1;
2377 2672
2378 case EXIT: 2673 case EXIT:
2379 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2380 return 0; 2675 return 0;
2381 2676
2382 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2383 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2678 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 2679 else
2385 { 2680 {
2386 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2387 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2388 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2389 2684
2390 op->enter_exit (tmp); 2685 who->enter_exit (op);
2391 } 2686 }
2392 2687
2393 return 1; 2688 return 1;
2394 2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2395 case SIGN: 2695 case SIGN:
2396 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2397 return 1; 2697 return 1;
2398 2698
2399 case BOOK: 2699 case BOOK:
2400 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2401 { 2701 {
2402 apply_book (op, tmp); 2702 apply_book (who, op);
2403 return 1; 2703 return 1;
2404 } 2704 }
2405 else 2705 else
2406 return 0; 2706 return 0;
2407 2707
2408 case SKILLSCROLL: 2708 case SKILLSCROLL:
2409 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2410 { 2710 {
2411 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2412 return 1; 2712 return 1;
2413 } 2713 }
2414 else 2714 else
2415 return 0; 2715 return 0;
2416 2716
2417 case SPELLBOOK: 2717 case SPELLBOOK:
2418 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2419 { 2719 {
2420 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2421 return 1; 2721 return 1;
2422 } 2722 }
2423 else 2723 else
2424 return 0; 2724 return 0;
2425 2725
2426 case SCROLL: 2726 case SCROLL:
2427 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2428 return 1; 2728 return 1;
2429 2729
2430 case POTION: 2730 case POTION:
2431 apply_potion (op, tmp); 2731 apply_potion (who, op);
2432 return 1; 2732 return 1;
2433 2733
2434 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2435 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2436 case CLOSE_CON: 2736 case CLOSE_CON:
2437 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2438 return 1; 2738 return 1;
2439 2739
2440 case CONTAINER: 2740 case CONTAINER:
2441 apply_container (op, tmp); 2741 apply_container (who, op);
2442 return 1; 2742 return 1;
2443 2743
2444 case TREASURE: 2744 case TREASURE:
2445 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2446 { 2746 {
2447 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2448 return 1; 2748 return 1;
2449 } 2749 }
2450 else 2750 else
2451 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2452 2757
2453 case WEAPON: 2758 case WEAPON:
2454 case ARMOUR: 2759 case ARMOUR:
2455 case BOOTS: 2760 case BOOTS:
2456 case GLOVES: 2761 case GLOVES:
2463 case CLOAK: 2768 case CLOAK:
2464 case WAND: 2769 case WAND:
2465 case ROD: 2770 case ROD:
2466 case HORN: 2771 case HORN:
2467 case SKILL: 2772 case SKILL:
2773 case SPELL:
2468 case BOW: 2774 case BOW:
2469 case LAMP: 2775 case RANGED:
2470 case BUILDER: 2776 case BUILDER:
2471 case SKILL_TOOL: 2777 case SKILL_TOOL:
2472 if (tmp->env != op) 2778 if (op->env != who)
2473 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2474 2780 else
2475 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2476 return 1; 2783 return 1;
2477 2784
2478 case DRINK: 2785 case DRINK:
2479 case FOOD: 2786 case FOOD:
2480 case FLESH: 2787 case FLESH:
2481 apply_food (op, tmp); 2788 apply_food (who, op);
2482 return 1; 2789 return 1;
2483 2790
2484 case POISON: 2791 case POISON:
2485 apply_poison (op, tmp); 2792 apply_poison (who, op);
2486 return 1; 2793 return 1;
2487 2794
2488 case SAVEBED: 2795 case SAVEBED:
2489 return 1; 2796 return 1;
2490 2797
2491 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2492 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2493 { 2800 {
2494 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2495 return 1; 2802 return 1;
2496 } 2803 }
2497 else 2804 else
2498 return 0; 2805 return 0;
2499 2806
2500 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2501 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2502 return 1; 2809 return 1;
2503 2810
2504 case CLOCK: 2811 case CLOCK:
2505 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2506 { 2813 {
2507 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2508 timeofday_t tod; 2815 timeofday_t tod;
2509 2816
2510 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2511 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2512 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2513 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2514 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2515 new_draw_info (NDI_UNIQUE, 0, op, buf);
2516 return 1; 2824 return 1;
2517 } 2825 }
2518 else 2826 else
2519 return 0; 2827 return 0;
2520 2828
2521 case MENU: 2829 case MENU:
2522 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2523 { 2831 {
2524 shop_listing (tmp, op); 2832 shop_listing (op, who);
2525 return 1; 2833 return 1;
2526 } 2834 }
2527 else 2835 else
2528 return 0; 2836 return 0;
2529 2837
2530 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2531 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2532 return 1; 2840 return 1;
2533 2841
2534 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2535 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2536 { 2844 {
2537 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2538 return 1; 2846 return 1;
2539 } 2847 }
2540 else 2848 else
2541 return 0; 2849 return 0;
2542 2850
2543 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2544 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2545 return 1; 2853 return 1;
2546 2854
2547 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2548 return 0; 2857 return 0;
2549 } 2858 }
2550} 2859}
2551 2860
2552 2861/*
2553/* 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
2555 * "but you are floating high above the ground" messages.
2556 *
2557 * Same return value as apply() function. 2862 * Same return value as apply() function.
2558 */ 2863 */
2559int 2864bool
2560player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2561{ 2866{
2562 int tmp;
2563
2564 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2565 { 2868 {
2566 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2567 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2568 { 2871 {
2569 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2570 return 0; 2875 return 0;
2571 } 2876 }
2572 } 2877 }
2573 2878
2574 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2575 2880
2576 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2577 if (!quiet)
2578 {
2579 if (tmp == 0)
2580 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2581 else if (tmp == 2)
2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2583 }
2584 return tmp;
2585} 2882}
2586 2883
2587/** 2884/**
2588 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2589 * If the player has an open container, we use that for below, otherwise 2886 * If the player has an open container, we use that for below, otherwise
2600 * we don't use a corrupt pointer for the next object, so we get the 2897 * 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 2898 * 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 2899 * problem if player_apply() has a bug in that it uses the object but does
2603 * not return a proper value. 2900 * not return a proper value.
2604 */ 2901 */
2902 //TODO: no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2606 { 2905 {
2607 next = tmp->below; 2906 next = tmp->below;
2608 2907
2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2908 if (tmp->type == SPELL_EFFECT)
2610 floors++; 2909 continue;
2611 else if (floors > 0)
2612 return; /* process only floor objects after first floor object */
2613 2910
2614 /* If it is visible, player can apply it. If it is applied by 2911 /* If it is visible, player can apply it.
2615 * person moving on it, also activate. Added code to make it
2616 * so that at least one of players movement types be that which
2617 * the item needs.
2618 */ 2912 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2913 if (!tmp->invisible)
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1) 2914 if (player_apply (pl, tmp, 0))
2622 return; 2915 break;
2623 }
2624 if (floors >= 2)
2625 return; /* process at most two floor objects */
2626 } 2916 }
2627} 2917}
2628 2918
2629/** 2919/**
2630 * Unapplies specified item. 2920 * Unapplies specified item.
2637{ 2927{
2638 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2928 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2639 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2929 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2640 return RESULT_INT (0); 2930 return RESULT_INT (0);
2641 2931
2642 CLEAR_FLAG (op, FLAG_APPLIED); 2932 if (who->current_weapon == op)
2933 who->current_weapon = 0;
2934
2935 op->flag [FLAG_APPLIED] = false;
2643 2936
2644 switch (op->type) 2937 switch (op->type)
2645 { 2938 {
2646 case SKILL_TOOL: 2939 case SKILL:
2940 if (player *pl = who->contr)
2941 if (op->invisible)
2942 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2943 else
2944 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2945
2946 change_abil (who, op);
2947 who->flag [FLAG_READY_SKILL] = false;
2948 break;
2949
2950 case WEAPON:
2951 who->statusmsg (format ("You unwield %s.", query_name (op)));
2952 change_abil (who, op);
2953 who->flag [FLAG_READY_WEAPON] = false;
2954
2647 // unapplying a skill tool should also unapply the skill it governs 2955 // unapplying a weapon or skill tool should also unapply the skill it governs
2648 // but this is hard, as it shouldn't do so when the skill can 2956 // but this is hard, as it shouldn't do so when the skill can
2649 // be used for other reasons 2957 // be used for other reasons
2650 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2958 if (who->chosen_skill)
2651 if (tmp->skill == op->skill 2959 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2652 && tmp->type == SKILL
2653 && tmp->flag [FLAG_APPLIED]
2654 && !tmp->flag [FLAG_CAN_USE_SKILL])
2655 unapply_special (who, tmp, 0); 2960 unapply_special (who, op, 0);
2656 2961
2657 change_abil (who, op);
2658 break; 2962 break;
2659 2963
2964 case BOW:
2660 case WEAPON: 2965 case WAND:
2966 case ROD:
2967 case HORN:
2968 case RANGED:
2661 if (player *pl = who->contr) 2969 if (player *pl = who->contr)
2662 if (op == pl->combat_ob)
2663 {
2664 pl->combat_ob = 0;
2665 who->change_weapon (pl->ranged_ob);
2666 }
2667
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2669
2670 change_abil (who, op);
2671 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2672 break;
2673
2674 case SKILL:
2675 if (who->contr)
2676 { 2970 {
2677 if (!op->invisible) 2971 who->statusmsg (format ("You unready %s.", query_name (op)));
2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2972 change_abil (who, op);
2973 }
2974 else
2975 {
2976 who->change_skill (0);
2977
2978 if (op->type == BOW)
2979 op->flag [FLAG_READY_BOW ] = false;
2679 else 2980 else
2680 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2981 op->flag [FLAG_READY_RANGE] = false;
2681 } 2982 }
2682 2983
2683 change_abil (who, op);
2684 CLEAR_FLAG (who, FLAG_READY_SKILL);
2685 break; 2984 break;
2686 2985
2687 case ARMOUR: 2986 case ARMOUR:
2688 case HELMET: 2987 case HELMET:
2689 case SHIELD: 2988 case SHIELD:
2692 case GLOVES: 2991 case GLOVES:
2693 case AMULET: 2992 case AMULET:
2694 case GIRDLE: 2993 case GIRDLE:
2695 case BRACERS: 2994 case BRACERS:
2696 case CLOAK: 2995 case CLOAK:
2697 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2996 who->statusmsg (format ("You unwear %s.", query_name (op)));
2698 change_abil (who, op); 2997 change_abil (who, op);
2699 break; 2998 break;
2700 2999
2701 case LAMP: 3000 case SPELL:
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
2739 case BOW: 3001 case BUILDER:
2740 case WAND: 3002 who->statusmsg (format ("You unready %s.", query_name (op)));
2741 case ROD:
2742 case HORN:
2743 if (player *pl = who->contr)
2744 {
2745 if (op == pl->ranged_ob)
2746 {
2747 pl->ranged_ob = 0;
2748 who->change_weapon (pl->combat_ob);
2749 }
2750
2751 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2752 }
2753 else
2754 {
2755 who->change_skill (0);
2756
2757 if (op->type == BOW)
2758 CLEAR_FLAG (who, FLAG_READY_BOW);
2759 else
2760 CLEAR_FLAG (who, FLAG_READY_RANGE);
2761 }
2762
2763 break; 3003 break;
2764 3004
2765 case BUILDER: 3005 //case SKILL_TOOL://TODO
2766 if (who->contr) 3006 default:
2767 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3007 who->statusmsg (format ("You unapply %s.", query_name (op)));
2768 break; 3008 break;
2769
2770 default:
2771 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2772 break;
2773 } 3009 }
3010
3011 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3012 if (object *pl = op->visible_to ())
3013 esrv_send_item (pl, op);
2774 3014
2775 who->update_stats (); 3015 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 3016
2793 return 0; 3017 return 0;
2794} 3018}
2795 3019
2796/** 3020/**
2810static object * 3034static object *
2811get_next_item_from_body_location (int loc, object *start) 3035get_next_item_from_body_location (int loc, object *start)
2812{ 3036{
2813 for (object *tmp = start; tmp; tmp = tmp->below) 3037 for (object *tmp = start; tmp; tmp = tmp->below)
2814 if (tmp->flag [FLAG_APPLIED] 3038 if (tmp->flag [FLAG_APPLIED]
2815 && tmp->slot[loc].info 3039 && tmp->slot [loc].info
2816 && (!tmp->invisible || tmp->type == SKILL)) 3040 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2817 return tmp; 3041 return tmp;
2818 3042
2819 return 0; 3043 return 0;
2820} 3044}
2821 3045
2828 * Returns 0 on success, returns 1 if there is some problem. 3052 * Returns 0 on success, returns 1 if there is some problem.
2829 * if aflags is AP_PRINT, we instead print out waht to unapply 3053 * 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 3054 * instead of doing it. This is a lot less code than having
2831 * another function that does just that. 3055 * another function that does just that.
2832 */ 3056 */
2833int 3057
3058#define CANNOT_REMOVE_CURSED \
3059 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3060 "Praying over an altar, scrolls of remove curse/damnation, " \
3061 "priests or even other players might help.>"
3062
3063static int
2834unapply_for_ob (object *who, object *op, int aflags) 3064unapply_for_ob (object *who, object *op, int aflags)
2835{ 3065{
2836 if (op->is_range ()) 3066 if (op->is_range ())
2837 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3067 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3068 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))) 3069 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3070 {
2841 if (aflags & AP_PRINT) 3071 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3072 who->failmsg (query_name (tmp));
2843 else 3073 else
2844 unapply_special (who, tmp, aflags); 3074 unapply_special (who, tmp, aflags);
2845 } 3075 }
2846 else 3076 else
2847 { 3077 {
2848 /* In this case, we want to try and remove a cursed item. 3078 /* 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 3079 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3080 * at least generate the message.
2851 */ 3081 */
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)); 3082 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; 3083 return 1;
2854 } 3084 }
2855 3085
2856 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3086 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2857 { 3087 {
2880 3110
2881 /* If we are just printing, we don't care about cursed status */ 3111 /* 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)))) 3112 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2883 { 3113 {
2884 if (aflags & AP_PRINT) 3114 if (aflags & AP_PRINT)
2885 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3115 who->failmsg (query_name (tmp));
2886 else 3116 else
2887 unapply_special (who, tmp, aflags); 3117 unapply_special (who, tmp, aflags);
2888 } 3118 }
2889 else 3119 else
2890 { 3120 {
2891 /* Cursed item that we can't unequip - tell the player. 3121 /* Cursed item that we can't unequip - tell the player.
2892 * Note this could be annoying if this is just one of a few, 3122 * 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 3123 * so it may not be critical (eg, putting on a ring and you have
2894 * one cursed ring.) 3124 * one cursed ring.)
2895 */ 3125 */
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3126 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2897 } 3127 }
2898 3128
2899 last = tmp->below; 3129 last = tmp->below;
2900 } 3130 }
2901 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3131 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2960 continue; 3190 continue;
2961 } 3191 }
2962 3192
2963 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3193 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2964 if (!tmp1) 3194 if (!tmp1)
2965 {
2966#if 0
2967 /* This is sort of an error, but happens a lot when old players
2968 * join in with more stuff equipped than they are now allowed.
2969 */
2970 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2971#endif
2972 retval |= CAN_APPLY_NEVER; 3195 retval |= CAN_APPLY_NEVER;
2973 }
2974 else 3196 else
2975 { 3197 {
2976 /* need to unapply something. However, if this something 3198 /* need to unapply something. However, if this something
2977 * is different than we had found before, it means they need 3199 * is different than we had found before, it means they need
2978 * to apply multiple objects 3200 * to apply multiple objects
3029 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3030 retval |= CAN_APPLY_RESTRICTION; 3252 retval |= CAN_APPLY_RESTRICTION;
3031 } 3253 }
3032 3254
3033 return retval; 3255 return retval;
3256}
3257
3258// saner interface, returns successful status
3259bool
3260object::apply (object *ob, int aflags)
3261{
3262 if (!ob) // simplifies a lot of callers
3263 return true;
3264
3265 bool want_apply =
3266 aflags & AP_APPLY ? true
3267 : aflags & AP_UNAPPLY ? false
3268 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3269
3270 object_ptr *slot = 0;
3271
3272 // detect the slot, if this is a player
3273 if (contr && !(aflags & AP_NO_SLOT))
3274 {
3275 object *oslot;
3276
3277 switch (ob->type)
3278 {
3279 case WEAPON:
3280 slot = &contr->combat_ob;
3281 oslot = contr->ranged_ob;
3282 break;
3283
3284 case BOW:
3285 case RANGED:
3286 case SPELL:
3287 case WAND:
3288 case ROD:
3289 case HORN:
3290 case BUILDER:
3291 slot = &contr->ranged_ob;
3292 oslot = contr->combat_ob;
3293 break;
3294
3295 // oh, the humanity
3296 case SKILL:
3297 if (aflags & AP_NO_SLOT)
3298 break;
3299
3300 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3301 break;
3302
3303 if (skill_flags [ob->subtype] & SF_COMBAT)
3304 {
3305 slot = &contr->combat_ob;
3306 oslot = contr->ranged_ob;
3307 }
3308 else if (skill_flags [ob->subtype] & SF_RANGED)
3309 {
3310 slot = &contr->ranged_ob;
3311 oslot = contr->combat_ob;
3312 }
3313
3314 break;
3315 }
3316
3317 // now handle slot exclusions
3318 if (slot)
3319 {
3320 // only one slot can be active
3321 if (want_apply)
3322 apply (oslot, AP_UNAPPLY);
3323
3324 // clear item from slot if applied
3325 if (!want_apply && *slot == ob)
3326 {
3327 *slot = 0;
3328
3329 if (current_weapon == ob)
3330 current_weapon = 0;
3331 }
3332 }
3333 }
3334
3335 if (ob->flag [FLAG_APPLIED] != want_apply)
3336 manual_apply (this, ob, aflags);
3337
3338 if (ob->flag [FLAG_APPLIED] != want_apply)
3339 return false;
3340
3341 if (slot)
3342 current_weapon = *slot = ob;
3343
3344 return true;
3034} 3345}
3035 3346
3036/** 3347/**
3037 * who is the object using the object. It can be a monster. 3348 * who is the object using the object. It can be a monster.
3038 * op is the object they are using. op is an equipment type item, 3349 * op is the object they are using. op is an equipment type item,
3054 * 3365 *
3055 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3366 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3056 * 3367 *
3057 * apply_special() doesn't check for unpaid items. 3368 * apply_special() doesn't check for unpaid items.
3058 */ 3369 */
3370
3371#define LACK_ITEM_POWER \
3372 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3373
3059int 3374int
3060apply_special (object *who, object *op, int aflags) 3375apply_special (object *who, object *op, int aflags)
3061{ 3376{
3062 int basic_flag = aflags & AP_BASIC_FLAGS; 3377 int basic_flag = aflags & AP_MODE;
3063 object *tmp, *tmp2, *skop = NULL; 3378 object *tmp, *tmp2, *skop = NULL;
3064 3379
3065 if (who == NULL) 3380 if (who == NULL)
3066 { 3381 {
3067 LOG (llevError, "apply_special() from object without environment.\n"); 3382 LOG (llevError, "apply_special() from object without environment.\n");
3078 if (basic_flag == AP_APPLY) 3393 if (basic_flag == AP_APPLY)
3079 return 0; 3394 return 0;
3080 3395
3081 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3396 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3082 { 3397 {
3083 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3398 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3084 return 1; 3399 return 1;
3085 } 3400 }
3086 3401
3087 return unapply_special (who, op, aflags); 3402 return unapply_special (who, op, aflags);
3088 } 3403 }
3089
3090 if (basic_flag == AP_UNAPPLY) 3404 else if (basic_flag == AP_UNAPPLY)
3091 return 0; 3405 return 0;
3092
3093 // if the item is combat/ranged, wield the relevant slot first
3094 // to resolve conflicts.
3095 if (player *pl = who->contr)
3096 switch (op->slottype ())
3097 {
3098 case slot_combat: who->change_weapon (pl->combat_ob); break;
3099 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3100 }
3101 3406
3102 splay (op); 3407 splay (op);
3103 3408
3104 /* Can't just apply this object. Lets see what not and what to do */ 3409 /* Can't just apply this object. Lets see what not and what to do */
3105 if (int i = can_apply_object (who, op)) 3410 if (int i = can_apply_object (who, op))
3106 { 3411 {
3107 if (i & CAN_APPLY_NEVER) 3412 if (i & CAN_APPLY_NEVER)
3108 { 3413 {
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3414 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; 3415 return 1;
3111 } 3416 }
3112 else if (i & CAN_APPLY_RESTRICTION) 3417 else if (i & CAN_APPLY_RESTRICTION)
3113 { 3418 {
3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3419 who->failmsg (format (
3420 "You have a prohibition against using a %s. "
3421 "H<Your belief, profession or class prevents you from applying this item.>",
3422 query_name (op)
3423 ));
3115 return 1; 3424 return 1;
3116 } 3425 }
3117 3426
3118 if (who->type != PLAYER) 3427 if (who->type != PLAYER)
3119 { 3428 {
3123 } 3432 }
3124 else 3433 else
3125 { 3434 {
3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3435 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3127 { 3436 {
3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3437 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3129 unapply_for_ob (who, op, AP_PRINT); 3438 unapply_for_ob (who, op, AP_PRINT);
3130 return 1; 3439 return 1;
3131 } 3440 }
3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3441 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3133 if (unapply_for_ob (who, op, aflags)) 3442 if (unapply_for_ob (who, op, aflags))
3135 } 3444 }
3136 } 3445 }
3137 3446
3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3447 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3139 { 3448 {
3449 // try to ready attached skill first
3140 skop = find_skill_by_name (who, op->skill); 3450 skop = find_skill_by_name (who, op->skill);
3141 3451
3142 if (!skop) 3452 if (!skop)
3143 { 3453 {
3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3454 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3145 return 1; 3455 return 1;
3146 } 3456 }
3147 else 3457 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3148 /* While experience will be credited properly, we want to change the
3149 * skill so that the dam and wc get updated
3150 */ 3458 {
3151 who->change_skill (skop); 3459 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3152 } 3460 return 1;
3153 3461 }
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 { 3462 }
3158 new_draw_info (NDI_UNIQUE, 0, who, 3463
3464 if (!check_item_power (who, op->item_power))
3465 {
3159 "Equipping that combined with other items would consume your soul! " 3466 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; 3467 return 1;
3162 } 3468 }
3163 3469
3164 /* Ok. We are now at the state where we can apply the new object. 3470 /* 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_... 3471 * Note that we don't have the checks for can_use_...
3166 * below - that is already taken care of by can_apply_object. 3472 * below - that is already taken care of by can_apply_object.
3167 */ 3473 */
3168 if (op->nrof > 1) 3474
3169 tmp = get_split_ob (op, op->nrof - 1); 3475 // split away all the other items from the stack, so only one item is left
3170 else 3476 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3171 tmp = 0;
3172 3477
3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3478 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3174 return RESULT_INT (0); 3479 return RESULT_INT (0);
3175 3480
3176 switch (op->type) 3481 switch (op->type)
3177 { 3482 {
3178 case WEAPON: 3483 case WEAPON:
3179 if (!check_weapon_power (who, op->last_eat)) 3484 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
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
3191 // i.e. "R" can use Ragnarok's sword.
3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3193 { 3485 {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3486 /* 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) */ 3487 /* (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."); 3488 who->failmsg ("The weapon does not recognize you as its owner. "
3197 3489 "H<Its name indicates that it belongs to somebody else.>");
3198 if (tmp) 3490 if (tmp) who->insert (tmp);
3199 insert_ob_in_ob (tmp, who);
3200
3201 return 1; 3491 return 1;
3202 } 3492 }
3203 3493
3204 if (!skop) 3494 op->flag [FLAG_APPLIED] = true;
3495
3496 if (player *pl = who->contr)
3205 { 3497 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3498 who->statusmsg (format ("You wield %s.", query_name (op)));
3207 return 1; 3499 change_abil (who, op);
3208 } 3500 }
3209 3501 else
3210 SET_FLAG (op, FLAG_APPLIED);
3211 who->change_skill (skop); 3502 who->change_skill (skop);
3212 3503
3213 if (who->contr) 3504 op->flag [FLAG_READY_WEAPON] = true;
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3216 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3217
3218 SET_FLAG (who, FLAG_READY_WEAPON);
3219 change_abil (who, op);
3220 break; 3505 break;
3221 3506
3222 case ARMOUR: 3507 case ARMOUR:
3223 case HELMET: 3508 case HELMET:
3224 case SHIELD: 3509 case SHIELD:
3228 case BRACERS: 3513 case BRACERS:
3229 case CLOAK: 3514 case CLOAK:
3230 case RING: 3515 case RING:
3231 case AMULET: 3516 case AMULET:
3232 SET_FLAG (op, FLAG_APPLIED); 3517 SET_FLAG (op, FLAG_APPLIED);
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3518 who->statusmsg (format ("You wear %s.", query_name (op)));
3234 change_abil (who, op); 3519 change_abil (who, op);
3235 break; 3520 break;
3236 3521
3522 case SKILL_TOOL:
3523 // applying a skill tool does not ready the skill
3524 // if something needs the skill, it has to ready it itself
3525 //TODO: unapplying should unapply the skill, though
3526 SET_FLAG (op, FLAG_APPLIED);
3527 break;
3528
3237 case LAMP: 3529 case SKILL:
3238 if (op->stats.food < 1) 3530 if (!(aflags & AP_NO_SLOT))
3239 { 3531 {
3240 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3532 // skill is used on it's own, as opposed to being a chosen_skill
3533
3534 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3535 {
3536 who->failmsg (format (
3537 "You feel as if you wanted to do something funny, but you can't remember what. "
3538 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3539 "It cannot be used on its own.>",
3540 &op->skill
3541 ));
3542 if (tmp) who->insert (tmp);
3543 return 1;
3544 }
3545
3546 if (skill_flags [op->subtype] & SF_AUTARK
3547 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3548 {
3549 if (skill_flags [op->subtype] & SF_USE)
3550 who->failmsg (format (
3551 "You feel as if you wanted to do something funny, but you can't remember what. "
3552 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3553 &op->skill, &op->skill
3554 ));
3555 else
3556 who->failmsg (format (
3557 "You feel as if you wanted to do something funny, but you can't remember what. "
3558 "H<The %s skill cannot be readied or used, it is always active.>",
3559 &op->skill
3560 ));
3561
3562 if (tmp) who->insert (tmp);
3563
3564 return 1;
3565 }
3566
3567 if (who->contr)
3568 who->statusmsg (format (
3569 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3573 }
3574
3575 SET_FLAG (who, FLAG_READY_SKILL);
3576 SET_FLAG (op, FLAG_APPLIED);
3577 change_abil (who, op);
3578 break;
3579
3580 case BOW:
3581 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3582 {
3583 who->failmsg ("The weapon does not recognize you as its owner. "
3584 "H<Its name indicates that it belongs to somebody else.>");
3585 if (tmp) who->insert (tmp);
3241 return 1; 3586 return 1;
3242 } 3587 }
3243 3588
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3589 if (player *pl = who->contr)
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 { 3590 {
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
3282 case SKILL_TOOL:
3283 // applying a skill tool also readies the skill
3284 SET_FLAG (op, FLAG_APPLIED);
3285
3286 if (!(aflags & AP_NO_READY))
3287 {
3288 skop = find_skill_by_name (who, op->skill);
3289 if (!skop->flag [FLAG_APPLIED]) 3591 op->flag [FLAG_APPLIED] = true;
3290 apply_special (who, skop, AP_APPLY); 3592 who->statusmsg (format ("You wield the %s.", query_name (op)));
3593 change_abil (who, op);
3291 } 3594 }
3292 break; 3595 break;
3293 3596
3294 case SKILL: 3597 case RANGED:
3295 if (player *pl = who->contr) 3598 if (player *pl = who->contr)
3296 { 3599 {
3297 if (IS_COMBAT_SKILL (op->subtype)) 3600 op->flag [FLAG_APPLIED] = true;
3298 { 3601 who->statusmsg (format ("You applied the %s.", query_name (op)));
3299 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3300 {
3301 for (object *item = who->inv; item; item = item->below)
3302 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3303 {
3304 if (item->skill == op->skill)
3305 {
3306 who->change_weapon (pl->combat_ob = item);
3307 goto found_weapon;
3308 }
3309 }
3310
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3312 return 1;
3313
3314 found_weapon:;
3315 }
3316 else
3317 who->change_weapon (pl->combat_ob = op);
3318 }
3319 else if (IS_RANGED_SKILL (op->subtype))
3320 {
3321 if (skill_flags [op->subtype] & SF_NEED_BOW)
3322 {
3323 for (object *item = who->inv; item; item = item->below)
3324 if (item->type == BOW && item->flag [FLAG_APPLIED])
3325 {
3326 //TODO: bows should/must all have skill missile weapon right now
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else
3337 who->change_weapon (pl->ranged_ob = op);
3338 }
3339
3340 if (!op->invisible)
3341 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3343 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3344 }
3345 else
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3347 } 3602 }
3348 else 3603 break;
3604
3605 case SPELL:
3606 if (player *pl = who->contr)
3349 { 3607 {
3350 SET_FLAG (op, FLAG_APPLIED); 3608 op->flag [FLAG_APPLIED] = true;
3351 change_abil (who, op); 3609 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3352 who->chosen_skill = op;
3353 SET_FLAG (who, FLAG_READY_SKILL);
3354 } 3610 }
3355
3356 break; 3611 break;
3357
3358 case BOW:
3359 if (!check_weapon_power (who, op->last_eat))
3360 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3362 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
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)
3374 insert_ob_in_ob (tmp, who);
3375
3376 return 1;
3377 }
3378 3612
3379 /*FALLTHROUGH*/ 3613 /*FALLTHROUGH*/
3380 case WAND: 3614 case WAND:
3381 case ROD: 3615 case ROD:
3382 case HORN: 3616 case HORN:
3383 /* check for skill, alter player status */ 3617 /* check for skill, alter player status */
3384 3618
3385 if (!skop) 3619 if (!skop)
3386 { 3620 {
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3621 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3622 if (tmp) who->insert (tmp);
3388 return 1; 3623 return 1;
3389 } 3624 }
3390 3625
3391 SET_FLAG (op, FLAG_APPLIED); 3626 op->flag [FLAG_APPLIED] = true;
3392 who->change_skill (skop);
3393 3627
3394 if (who->contr) 3628 if (player *pl = who->contr)
3395 { 3629 {
3396 who->contr->ranged_ob = op; 3630 who->statusmsg (format ("You ready %s.", query_name (op)));
3397
3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3399 3631
3400 if (op->type == BOW) 3632 if (op->type == BOW)
3401 { 3633 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3402 who->current_weapon = op; 3634
3403 change_abil (who, op); 3635 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));
3406 }
3407 } 3636 }
3408 else 3637 else
3409 { 3638 {
3639 who->change_skill (skop);
3640
3410 if (op->type == BOW) 3641 if (op->type == BOW)
3411 SET_FLAG (who, FLAG_READY_BOW); 3642 op->flag [FLAG_READY_BOW ] = true;
3412 else 3643 else
3413 SET_FLAG (who, FLAG_READY_RANGE); 3644 op->flag [FLAG_READY_RANGE] = true;
3414 } 3645 }
3415 3646
3416 break; 3647 break;
3417 3648
3418 case BUILDER: 3649 case BUILDER:
3419 if (who->type == PLAYER) 3650 if (player *pl = who->contr)
3420 { 3651 {
3421 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3652 who->statusmsg (format ("You ready your %s.", query_name (op)));
3422 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3653 //TODO: change_abil?
3423 unapply_special (who, who->contr->ranged_ob, 0);
3424
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3426
3427 who->contr->ranged_ob = op;
3428 } 3654 }
3429 break; 3655 break;
3430 3656
3431 default: 3657 default:
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3658 who->statusmsg (format ("You apply %s.", query_name (op)));
3433 } /* end of switch op->type */ 3659 }
3434 3660
3435 SET_FLAG (op, FLAG_APPLIED); 3661 SET_FLAG (op, FLAG_APPLIED);
3436 3662
3437 if (tmp) 3663 if (tmp) who->insert (tmp);
3438 tmp = insert_ob_in_ob (tmp, who);
3439 3664
3440 who->update_stats (); 3665 who->update_stats ();
3441 3666
3442 /* We exclude spell casting objects. The fire code will set the 3667 /* We exclude spell casting objects. The fire code will set the
3443 * been applied flag when they are used - until that point, 3668 * been applied flag when they are used - until that point,
3445 */ 3670 */
3446 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3671 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3447 SET_FLAG (op, FLAG_BEEN_APPLIED); 3672 SET_FLAG (op, FLAG_BEEN_APPLIED);
3448 3673
3449 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3674 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3450 {
3451 if (who->type == PLAYER) 3675 if (who->type == PLAYER)
3452 { 3676 {
3453 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3677 who->failmsg (
3678 "Oops, it feels deadly cold! "
3679 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3680 );
3454 SET_FLAG (op, FLAG_KNOWN_CURSED); 3681 SET_FLAG (op, FLAG_KNOWN_CURSED);
3455 } 3682 }
3456 }
3457 3683
3458 if (who->type == PLAYER) 3684 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); 3685 esrv_send_item (pl, op);
3465 }
3466 3686
3467 return 0; 3687 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} 3688}
3477 3689
3478/** 3690/**
3479 * Map was just loaded, handle op's initialisation. 3691 * Map was just loaded, handle op's initialisation.
3480 * 3692 *
3483int 3695int
3484auto_apply (object *op) 3696auto_apply (object *op)
3485{ 3697{
3486 object *tmp = NULL, *tmp2; 3698 object *tmp = NULL, *tmp2;
3487 int i; 3699 int i;
3700
3701 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3488 3702
3489 switch (op->type) 3703 switch (op->type)
3490 { 3704 {
3491 case SHOP_FLOOR: 3705 case SHOP_FLOOR:
3492 if (!op->has_random_items ()) 3706 if (!op->has_random_items ())
3494 3708
3495 do 3709 do
3496 { 3710 {
3497 i = 10; /* let's give it 10 tries */ 3711 i = 10; /* let's give it 10 tries */
3498 while ((tmp = generate_treasure (op->randomitems, 3712 while ((tmp = generate_treasure (op->randomitems,
3499 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3713 op->stats.exp
3714 ? (int) op->stats.exp
3715 : max (op->map->difficulty, 5)))
3716 == NULL && --i);
3717
3500 if (tmp == NULL) 3718 if (tmp == NULL)
3501 return 0; 3719 return 0;
3720
3502 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3721 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3503 { 3722 {
3504 tmp->destroy (); 3723 tmp->destroy ();
3505 tmp = NULL; 3724 tmp = NULL;
3506 } 3725 }
3509 3728
3510 tmp->x = op->x; 3729 tmp->x = op->x;
3511 tmp->y = op->y; 3730 tmp->y = op->y;
3512 SET_FLAG (tmp, FLAG_UNPAID); 3731 SET_FLAG (tmp, FLAG_UNPAID);
3513 insert_ob_in_map (tmp, op->map, NULL, 0); 3732 insert_ob_in_map (tmp, op->map, NULL, 0);
3514 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3515 identify (tmp); 3733 identify (tmp);
3516 break; 3734 break;
3517 3735
3518 case TREASURE: 3736 case TREASURE:
3519 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3737 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3526 /* If we generated an object and put it in this object inventory, 3744 /* 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 3745 * move it to the parent object as the current object is about
3528 * to disappear. An example of this item is the random_* stuff 3746 * to disappear. An example of this item is the random_* stuff
3529 * that is put inside other objects. 3747 * that is put inside other objects.
3530 */ 3748 */
3531 for (tmp = op->inv; tmp; tmp = tmp2)
3532 {
3533 tmp2 = tmp->below;
3534 tmp->remove ();
3535
3536 if (op->env) 3749 if (op->env)
3537 insert_ob_in_ob (tmp, op->env); 3750 while (op->inv)
3538 else 3751 op->env->insert (op->inv);
3539 tmp->destroy ();
3540 }
3541 3752
3542 op->destroy (); 3753 op->destroy ();
3543 break; 3754 break;
3544 } 3755 }
3545 return tmp ? 1 : 0; 3756
3757 return !!tmp;
3546} 3758}
3547 3759
3548/** 3760/**
3549 * fix_auto_apply goes through the entire map every time a map 3761 * fix_auto_apply goes through the entire map every time a map
3550 * is loaded or swapped in and performs special actions for 3762 * is loaded or swapped in and performs special actions for
3564 3776
3565 if (tmp->inv) 3777 if (tmp->inv)
3566 { 3778 {
3567 object *invtmp, *invnext; 3779 object *invtmp, *invnext;
3568 3780
3569 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3781 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3570 { 3782 {
3571 invnext = invtmp->below; 3783 invnext = invtmp->below;
3572 3784
3573 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3785 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3574 auto_apply (invtmp); 3786 auto_apply (invtmp);
3575 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3787 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3576 { 3788 {
3577 while ((invtmp->stats.hp--) > 0) 3789 while (invtmp->stats.hp-- > 0)
3578 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3790 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3579 3791
3580 invtmp->randomitems = NULL; 3792 invtmp->randomitems = NULL;
3581 } 3793 }
3582 else if (invtmp && invtmp->arch 3794 else if (invtmp && invtmp->arch
3587 * treasure again for this object 3799 * treasure again for this object
3588 */ 3800 */
3589 invtmp->randomitems = NULL; 3801 invtmp->randomitems = NULL;
3590 } 3802 }
3591 } 3803 }
3804
3592 /* This is really temporary - the code at the bottom will 3805 /* This is really temporary - the code at the bottom will
3593 * also set randomitems to null. The problem is there are bunches 3806 * also set randomitems to null. The problem is there are bunches
3594 * of maps/players already out there with items that have spells 3807 * of maps/players already out there with items that have spells
3595 * which haven't had the randomitems set to null yet. 3808 * which haven't had the randomitems set to null yet.
3596 * MSW 2004-05-13 3809 * MSW 2004-05-13
3600 * Ryo 2004-08-16 3813 * Ryo 2004-08-16
3601 */ 3814 */
3602 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3815 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3603 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3816 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3604 tmp->randomitems = NULL; 3817 tmp->randomitems = NULL;
3605
3606 } 3818 }
3607 3819
3608 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3820 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3609 auto_apply (tmp); 3821 auto_apply (tmp);
3610 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3822 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3643 } 3855 }
3644 3856
3645 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3646 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3858 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3647 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3859 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3648 check_trigger (tmp, tmp->above); 3860 check_trigger (tmp, tmp->above, tmp->above);
3649} 3861}
3650 3862
3651/** 3863/**
3652 * Handles player eating food that temporarily changes status (resistances, stats). 3864 * Handles player eating food that temporarily changes status (resistances, stats).
3653 * This used to call cast_change_attr(), but 3865 * This used to call cast_change_attr(), but
3658eat_special_food (object *who, object *food) 3870eat_special_food (object *who, object *food)
3659{ 3871{
3660 object *force; 3872 object *force;
3661 int i, did_one = 0; 3873 int i, did_one = 0;
3662 3874
3663 force = get_archetype (FORCE_NAME); 3875 char buf[64];
3876 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3877 shstr key (buf);
3664 3878
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 */ 3879 /* bigger morsel of food = longer effect time */
3686 force->duration = food->stats.food / 5; 3880 int duration = TIME2TICK (food->stats.food);
3687 SET_FLAG (force, FLAG_APPLIED); 3881
3688 change_abil (who, force); 3882 if (force = who->force_find (key))
3689 insert_ob_in_ob (force, who); 3883 {
3884 if (duration > fabs (force->speed_left / force->speed))
3885 {
3886 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));
3887 force->force_set_timer (duration);
3888 }
3889 else
3890 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3891
3892 return;
3690 } 3893 }
3691 else 3894 else
3895 {
3896 force = who->force_add (key, duration);
3897 force->name = key;
3898
3899 /* check if the food affects a stat */
3900 for (i = 0; i < NUM_STATS; i++)
3901 if (sint8 k = food->stats.stat (i))
3902 {
3903 force->stats.stat (i) = k;
3904 did_one = 1;
3905 }
3906
3907 /* check if we can protect the eater */
3908 for (i = 0; i < NROFATTACKS; i++)
3909 {
3910 if (food->resist[i] > 0)
3911 {
3912 force->resist[i] = food->resist[i];
3913 did_one = 1;
3914 }
3915 }
3916
3917 if (did_one)
3918 {
3919 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));
3920
3921 /* make the force take effect and report effects to user */
3922 change_abil (who, force);
3923 }
3924 else
3692 force->destroy (); 3925 force->destroy ();
3926 }
3693 3927
3694 /* check for hp, sp change */ 3928 /* check for hp, sp change */
3695 if (food->stats.hp != 0) 3929 if (food->stats.hp != 0)
3696 { 3930 {
3697 if (QUERY_FLAG (food, FLAG_CURSED)) 3931 if (QUERY_FLAG (food, FLAG_CURSED))
3698 { 3932 {
3699 assign (who->contr->killer, food->name); 3933 who->contr->killer = food;
3700 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3934 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3701 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3702 } 3936 }
3703 else 3937 else
3704 { 3938 {
3705 if (food->stats.hp > 0) 3939 if (food->stats.hp > 0)
3706 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3940 who->statusmsg ("You begin to feel better.");
3707 else 3941 else
3708 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3942 who->failmsg ("Eck!...that was poisonous!");
3943
3709 who->stats.hp += food->stats.hp; 3944 who->stats.hp += food->stats.hp;
3710 } 3945 }
3711 } 3946 }
3947
3712 if (food->stats.sp != 0) 3948 if (food->stats.sp != 0)
3713 { 3949 {
3714 if (QUERY_FLAG (food, FLAG_CURSED)) 3950 if (QUERY_FLAG (food, FLAG_CURSED))
3715 { 3951 {
3716 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3952 who->failmsg ("You are drained of mana!");
3717 who->stats.sp -= food->stats.sp; 3953 who->stats.sp -= food->stats.sp;
3718 if (who->stats.sp < 0) 3954 if (who->stats.sp < 0)
3719 who->stats.sp = 0; 3955 who->stats.sp = 0;
3720 } 3956 }
3721 else 3957 else
3722 { 3958 {
3723 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3959 who->statusmsg ("You feel a rush of magical energy!");
3724 who->stats.sp += food->stats.sp; 3960 who->stats.sp += food->stats.sp;
3725 /* place limit on max sp from food? */ 3961 /* place limit on max sp from food? */
3726 } 3962 }
3727 } 3963 }
3964
3728 who->update_stats (); 3965 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} 3966}
3848 3967
3849void 3968void
3850apply_changes_to_player (object *pl, object *change) 3969apply_changes_to_player (object *pl, object *change)
3851{ 3970{
3899 } 4018 }
3900 4019
3901 /* insert the randomitems from the change's treasurelist into 4020 /* insert the randomitems from the change's treasurelist into
3902 * the player ref: player.c 4021 * the player ref: player.c
3903 */ 4022 */
3904 if (change->randomitems != NULL) 4023 if (change->randomitems)
3905 give_initial_items (pl, change->randomitems); 4024 give_initial_items (pl, change->randomitems);
3906 4025
3907 /* set up the face, for some races. */ 4026 /* set up the face, for some races. */
3908 4027
3909 /* first, look for the force object banning 4028 /* first, look for the force object banning
3910 * changing the face. Certain races never change face with class. 4029 * changing the face. Certain races never change face with class.
3911 */ 4030 */
3912 for (walk = pl->inv; walk != NULL; walk = walk->below) 4031 for (walk = pl->inv; walk; walk = walk->below)
3913 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4032 if (walk->name == shstr_NOCLASSFACECHANGE)
3914 flag_change_face = 0; 4033 flag_change_face = 0;
3915 4034
3916 if (flag_change_face) 4035 if (flag_change_face)
3917 { 4036 {
3918 pl->animation_id = GET_ANIM_ID (change);
3919 pl->face = change->face; 4037 pl->face = change->face;
3920 4038 pl->animation_id = change->animation_id;
3921 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4039 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3922 SET_FLAG (pl, FLAG_ANIMATE);
3923 else
3924 CLEAR_FLAG (pl, FLAG_ANIMATE);
3925 } 4040 }
3926 4041
3927 /* check the special case of can't use weapons */ 4042 /* check the special case of can't use weapons */
3928 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4043 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3929 if (!strcmp (change->name, "monk")) 4044 if (change->name == shstr_monk)
3930 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4045 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3931 4046
3932 break; 4047 break;
3933 } 4048 }
3934 } 4049 }
3935} 4050}
3936 4051
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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