ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
56 * subtype 5: arch or race 53 * subtype 5: arch or race
57 * subtype 7: all three 54 * subtype 7: all three
58 */ 55 */
59 if (op->subtype) 56 if (op->subtype)
60 { 57 {
61 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
64 } 61 }
65 else 62 else
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text buf;
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 167}
190 168
191/** 169/**
192 * Handles applying a potion. 170 * Handles applying a potion.
193 */ 171 */
195apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
196{ 174{
197 int got_one = 0, i; 175 int got_one = 0, i;
198 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
199 177
200 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
201 179
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 181 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 185 return 0;
208 } 186 }
209 187
210 if (op->type == PLAYER) 188 if (op->type == PLAYER)
219 object *depl; 197 object *depl;
220 archetype *at; 198 archetype *at;
221 199
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 201 {
224 drain_stat (op); 202 op->drain_stat ();
225 fix_player (op); 203 op->update_stats ();
226 decrease_ob (tmp); 204 tmp->decrease ();
227 return 1; 205 return 1;
228 } 206 }
229 207
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 209 {
232 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 211 return 0;
234 } 212 }
213
235 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
236 215
237 if (depl != NULL) 216 if (depl)
238 { 217 {
239 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
242 221
243 depl->destroy (); 222 depl->destroy ();
244 fix_player (op); 223 op->update_stats ();
245 } 224 }
246 else 225 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
248 227
249 decrease_ob (tmp); 228 tmp->decrease ();
250 return 1; 229 return 1;
251 } 230 }
252 231
253 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 234 {
256 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
257 { 236 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 238 {
260 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
261 { 240 {
262 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
263 break; 242 break;
264 } 243 }
244
265 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
266 { 246 {
267 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
268 break; 248 break;
269 } 249 }
250
270 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
271 { 252 {
272 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
273 break; 254 break;
274 } 255 }
278 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
279 { 260 {
280 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
281 break; 262 break;
282 } 263 }
264
283 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
284 { 266 {
285 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
286 break; 268 break;
287 } 269 }
270
288 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
289 { 272 {
290 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
291 break; 274 break;
292 } 275 }
299 282
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 284 {
302 if (got_one) 285 if (got_one)
303 { 286 {
304 fix_player (op); 287 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
308 } 291 }
309 else 292 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 294 }
312 else 295 else
313 { /* cursed potion */ 296 { /* cursed potion */
314 if (got_one) 297 if (got_one)
315 { 298 {
316 fix_player (op); 299 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
318 } 301 }
319 else 302 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
338 321 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 322 }
348 else 323 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 325
351 decrease_ob (tmp); 326 tmp->decrease ();
327
352 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 330 op->update_stats ();
331
355 return 1; 332 return 1;
356 } 333 }
357 334
358 /* Deal with protection potions */ 335 /* Deal with protection potions */
359 force = NULL; 336 force = NULL;
361 { 338 {
362 if (tmp->resist[i]) 339 if (tmp->resist[i])
363 { 340 {
364 if (!force) 341 if (!force)
365 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
369 } 347 }
370 } 348 }
349
371 /* This is a protection potion */ 350 /* This is a protection potion */
372 if (force) 351 if (force)
373 { 352 {
374 /* cursed items last longer */ 353 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 356 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 357 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 358 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 359 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 360 }
361
382 force->speed_left = -1; 362 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 366 change_abil (op, force);
387 decrease_ob (tmp); 367 tmp->decrease ();
388 return 1; 368 return 1;
389 } 369 }
390 370
391 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 372 if (op->type == PLAYER)
393 { /* only for players */ 373 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 378 else
397 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
398 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
400 } 383 }
401 384
402 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 388 * up all the stats.
406 */ 389 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 391 op->update_stats ();
409 decrease_ob (tmp); 392 tmp->decrease ();
410 return 1; 393 return 1;
411} 394}
412 395
413/**************************************************************************** 396/****************************************************************************
414 * Weapon improvement code follows 397 * Weapon improvement code follows
416 399
417/** 400/**
418 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
419 */ 402 */
420static int 403static int
421check_item (object *op, const char *item) 404check_item (object *op, shstr_cmp item)
422{ 405{
423 int count = 0; 406 int count = 0;
424 407
425 408 if (!item)
426 if (item == NULL)
427 return 0; 409 return 0;
428 op = op->below; 410
429 while (op != NULL) 411 for (op = op->below; op; op = op->below)
430 { 412 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 415 count += op->number_of ();
440 } 416
441 }
442 op = op->below;
443 }
444 return count; 417 return count;
445} 418}
446 419
447/** 420/**
448 * This removes 'nrof' of what item->slaying says to remove. 421 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 422 * op is typically the player, which is only
450 * really used to determine what space to look at. 423 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
452 */ 425 */
453static void 426static void
454eat_item (object *op, const char *item, uint32 nrof) 427eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 428{
456 object *prev; 429 object *prev;
457 430
458 prev = op; 431 prev = op;
459 op = op->below; 432 op = op->below;
460 433
461 while (op != NULL) 434 while (op)
462 { 435 {
463 if (strcmp (op->arch->name, item) == 0) 436 if (op->arch->archname == item)
464 { 437 {
465 if (op->nrof >= nrof) 438 if (op->nrof >= nrof)
466 { 439 {
467 decrease_ob_nr (op, nrof); 440 op->decrease (nrof);
468 return; 441 return;
469 } 442 }
470 else 443 else
471 { 444 {
472 decrease_ob_nr (op, op->nrof); 445 op->decrease (nrof);
473 nrof -= op->nrof; 446 nrof -= op->nrof;
474 } 447 }
448
475 op = prev; 449 op = prev;
476 } 450 }
451
477 prev = op; 452 prev = op;
478 op = op->below; 453 op = op->below;
479 } 454 }
480} 455}
481 456
487 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
488 */ 463 */
489static int 464static int
490check_weapon_power (const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
491{ 466{
492
493/* Old code is below (commented out). Basically, since weapons are the only 467/* 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 468 * 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. 469 * require high level in some combat skill, so we just use overall level.
496 */ 470 */
497#if 1 471#if 1
538static int 512static int
539check_sacrifice (object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
540{ 514{
541 int count = 0; 515 int count = 0;
542 516
543 if (improver->slaying != NULL) 517 if (improver->slaying)
544 { 518 {
545 count = check_item (op, improver->slaying); 519 count = check_item (op, improver->slaying);
546 if (count < 1) 520 if (count < 1)
547 { 521 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 523 return 0;
553 } 524 }
554 } 525 }
555 else 526 else
556 count = 1; 527 count = 1;
559} 530}
560 531
561/** 532/**
562 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
563 */ 534 */
564int 535static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 536improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 537{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 538 stat += sacrifice_count;
570 weapon->last_eat++; 539 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 540 improver->decrease ();
572 decrease_ob (improver);
573 541
574 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
575 fix_player (op); 543 op->update_stats ();
544
545 op->statusmsg (format (
546 "Your sacrifice was accepted.\n"
547 "Weapon's bonus to %s improved by %d.",
548 statname, sacrifice_count
549 ));
550
576 return 1; 551 return 1;
577} 552}
578 553
579/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 556#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 557#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 558#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 559#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 560#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 561#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 562#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 563#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 564#define IMPROVE_INT 10
590#define IMPROVE_POW 11 565#define IMPROVE_POW 11
591
592 566
593/** 567/**
594 * This does the prepare weapon scroll. 568 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 569 * Checks for sacrifice, and so on.
596 */ 570 */
597
598int 571int
599prepare_weapon (object *op, object *improver, object *weapon) 572prepare_weapon (object *op, object *improver, object *weapon)
600{ 573{
601 int sacrifice_count, i; 574 int sacrifice_count, i;
602 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
603 576
604 if (weapon->level != 0) 577 if (weapon->level != 0)
605 { 578 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 579 op->failmsg ("Weapon is already prepared!");
607 return 0; 580 return 0;
608 } 581 }
582
609 for (i = 0; i < NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 584 if (weapon->resist[i])
611 break; 585 break;
612 586
613 /* If we break out, i will be less than nrofattacks, preventing 587 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
620 { 594 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 595 op->failmsg ("You cannot prepare magic weapons. "
596 "H<A weapon is considered magical if it changes regeneration, "
597 "speed or ac, or has other protections.>");
622 return 0; 598 return 0;
623 } 599 }
600
624 sacrifice_count = check_sacrifice (op, improver); 601 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 602 if (sacrifice_count <= 0)
626 return 0; 603 return 0;
604
627 weapon->level = isqrt (sacrifice_count); 605 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); 606 eat_item (op, improver->slaying, sacrifice_count);
630 607
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 608 op->statusmsg (format (
609 "Your sacrifice was accepted."
610 "Your *%s may be improved %d times.",
611 &weapon->name, weapon->level
612 ));
632 613
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 615 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 617 slot at once! */
637 decrease_ob (improver); 618 improver->decrease ();
638 weapon->last_eat = 0; 619 weapon->last_eat = 0;
639 return 1; 620 return 1;
640} 621}
641
642 622
643/** 623/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 625 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 626 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 635improve_weapon (object *op, object *improver, object *weapon)
656{ 636{
657 int sacrifice_count, sacrifice_needed = 0; 637 int sacrifice_count, sacrifice_needed = 0;
658 638
659 if (improver->stats.sp == IMPROVE_PREPARE) 639 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 640 return prepare_weapon (op, improver, weapon);
662 } 641
663 if (weapon->level == 0) 642 if (weapon->level == 0)
664 { 643 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 645 return 0;
667 } 646 }
647
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
669 { 649 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 650 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 651 return 0;
672 } 652 }
653
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
674 { 655 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 656 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"); 657 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 658 "really want to improve it.");
678 return 0; 659 return 0;
679 } 660 }
661
680 /* This just increases damage by 5 points, no matter what. No sacrifice 662 /* 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, 663 * 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 664 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 665 * weapon can be improved.
684 */ 666 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 667 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 668 {
687 weapon->stats.dam += 5; 669 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 670 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); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 672 weapon->last_eat++;
691 673
692 weapon->item_power++; 674 weapon->item_power++;
693 decrease_ob (improver); 675 improver->decrease ();
694 return 1; 676 return 1;
695 } 677 }
678
696 if (improver->stats.sp == IMPROVE_WEIGHT) 679 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 680 {
698 /* Reduce weight by 20% */ 681 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 682 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 683 if (weapon->weight < 1)
701 weapon->weight = 1; 684 weapon->weight = 1;
685
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 687 weapon->last_eat++;
704 weapon->item_power++; 688 weapon->item_power++;
705 decrease_ob (improver); 689 improver->decrease ();
706 return 1; 690 return 1;
707 } 691 }
692
708 if (improver->stats.sp == IMPROVE_ENCHANT) 693 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 694 {
710 weapon->magic++; 695 weapon->magic++;
711 weapon->last_eat++; 696 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 698 improver->decrease ();
714 weapon->item_power++; 699 weapon->item_power++;
715 return 1; 700 return 1;
716 } 701 }
717 702
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 708 sacrifice_needed *= 2;
724 709
725 sacrifice_count = check_sacrifice (op, improver); 710 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 711 if (sacrifice_count < sacrifice_needed)
727 { 712 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 714 return 0;
730 } 715 }
716
731 eat_item (op, improver->slaying, sacrifice_needed); 717 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 718 weapon->item_power++;
733 719
734 switch (improver->stats.sp) 720 switch (improver->stats.sp)
735 { 721 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 722 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"); 723 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"); 724 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"); 725 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"); 726 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"); 727 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"); 728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 729 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 730 op->failmsg ("Unknown improvement type.");
752 } 731 }
732
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 733 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 734 return 0;
755} 735}
756 736
757/** 737/**
764{ 744{
765 object *otmp; 745 object *otmp;
766 746
767 if (op->type != PLAYER) 747 if (op->type != PLAYER)
768 return 0; 748 return 0;
749
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 750 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 751 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 752 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 753 return 0;
773 } 754 }
755
774 otmp = find_marked_object (op); 756 otmp = find_marked_object (op);
757
775 if (!otmp) 758 if (!otmp)
776 { 759 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 760 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 761 return 0;
779 } 762 }
763
780 if (otmp->type != WEAPON && otmp->type != BOW) 764 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 765 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 766 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 767 return 0;
784 } 768 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 769
770 op->statusmsg ("Applied weapon builder.");
771
786 improve_weapon (op, tmp, otmp); 772 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 773 esrv_send_item (op, otmp);
788 return 1; 774 return 1;
789} 775}
790 776
815{ 801{
816 object *tmp; 802 object *tmp;
817 803
818 if (armour->magic >= settings.armor_max_enchant) 804 if (armour->magic >= settings.armor_max_enchant)
819 { 805 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 806 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 807 return 0;
822 } 808 }
809
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 811 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 813 * of gnarg and what not?)
827 */ 814 */
828 if (armour->title) 815 if (armour->title)
829 { 816 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 817 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 818 return 0;
832 } 819 }
833 820
834 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
836 */ 823 */
837 if (armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 825
842 armour->magic++; 826 armour->magic++;
843 827
844 if (!settings.armor_speed_linear) 828 if (!settings.armor_speed_linear)
845 { 829 {
850 { 834 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 835 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 836 pow++;
853 } 837 }
854 838
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 840 }
857 else 841 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 842 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 843
860 if (!settings.armor_weight_linear) 844 if (!settings.armor_weight_linear)
861 { 845 {
862 int base = 100; 846 int base = 100;
863 int pow = 0; 847 int pow = 0;
866 { 850 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 851 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 852 pow++;
869 } 853 }
870 854
871 armour->weight = (armour->arch->clone.weight * base) / 100; 855 armour->weight = (armour->arch->weight * base) / 100;
872 } 856 }
873 else 857 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 858 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 859
876 if (armour->weight <= 0) 860 if (armour->weight <= 0)
877 { 861 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 863 armour->weight = 1;
880 } 864 }
881 865
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 867
884 if (op->type == PLAYER) 868 if (op->type == PLAYER)
885 { 869 {
886 esrv_send_item (op, armour); 870 esrv_send_item (op, armour);
871
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 873 op->update_stats ();
889 } 874 }
890 decrease_ob (improver); 875
876 improver->decrease ();
877
891 if (tmp) 878 if (tmp)
892 { 879 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 880
894 esrv_send_item (op, tmp);
895 }
896 return 1; 881 return 1;
897} 882}
898
899 883
900/* 884/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 885 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 886 * what the converter wants, -1 if the converter is broken.
903 */ 887 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 888 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 890 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
913 */ 892 */
914int 893static int
915convert_item (object *item, object *converter) 894convert_item (object *item, object *converter)
916{ 895{
917 int nr = 0;
918 uint32 price_in; 896 sint64 nr, price_in;
897
898 if (item->flag [FLAG_UNPAID])
899 return 0;
900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
919 905
920 /* We make some assumptions - we assume if it takes money as it type, 906 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 907 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 908 * 3 gp and player drops a platinum, tough luck)
923 */ 909 */
924 if (!strcmp (CONV_FROM (converter), "money")) 910 if (conv_from == shstr_money)
925 { 911 {
926 int cost;
927
928 if (item->type != MONEY) 912 if (item->type != MONEY)
929 return 0; 913 return 0;
930 914
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 915 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 916 if (!nr)
933 return 0; 917 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 918
935 /* take into account rounding errors */ 919 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 920
937 cost++; 921 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 922
923 item->decrease (cost);
939 924
940 price_in = cost * item->value; 925 price_in = cost * item->value;
941 } 926 }
942 else 927 else
943 { 928 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 929 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
946 return 0; 932 return 0;
947 933
948 if (CONV_NEED (converter)) 934 converter->play_sound (sound_find ("convert_item"));
935
936 if (need)
949 { 937 {
950 nr = item->nrof / CONV_NEED (converter); 938 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 939 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 940 price_in = nr * need * item->value;
953 } 941 }
954 else 942 else
955 { 943 {
956 price_in = item->value; 944 price_in = item->value;
957 item->destroy (); 945 item->destroy ();
958 } 946 }
959 } 947 }
960 948
961 if (converter->inv != NULL) 949 if (converter->inv)
962 { 950 {
963 object *ob; 951 object *ob;
964 int i; 952 int i;
965 object *ob_to_copy; 953 object *ob_to_copy;
966 954
967 /* select random object from inventory to copy */ 955 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 956 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 958 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 959 ob_to_copy = ob;
974 } 960
975 } 961 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 964 }
980 else 965 else
981 { 966 {
982 if (converter->other_arch == NULL) 967 if (!conv_to)
983 { 968 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 969 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 970 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 971 return -1;
987 } 972 }
988 973
989 item = object_create_arch (converter->other_arch); 974 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 976 }
992 977
993 if (CONV_NR (converter)) 978 if (give)
994 item->nrof = CONV_NR (converter); 979 item->nrof = give;
980
995 if (nr) 981 if (nr)
996 item->nrof *= nr; 982 item->nrof *= nr;
997 if (is_in_shop (converter)) 983
984 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
999 else if (price_in < item->nrof * item->value) 995 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 996 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 997 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 999 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1000 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1001 * hopefully had something in mind when doing this.
1007 */ 1002 */
1008 } 1003 }
1004
1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1011 return 1;
1011} 1012}
1012 1013
1013/** 1014/**
1014 * Handle apply on containers. 1015 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1018 */ 1019 */
1019
1020int 1020int
1021apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1022{ 1022{
1023 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1024 return 0; /* This might change */
1028 1025
1029 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1030 { 1027 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1029 return 0;
1033 } 1030 }
1034 op->contr->last_used = NULL; 1031
1035 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1036 1033
1037 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1;
1038 { 1038 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1040 { 1044 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1042 return 1; 1047 return 1;
1043 } 1048 }
1044 /* It's on the ground, the problems begin */ 1049 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1050 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1051 // active, but not ours: some other player has opened it
1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1;
1060 { 1054 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1055
1081 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1061 op->close_container ();
1090 { 1062 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1065 return 1;
1094 apply_container (op, tmp); 1066 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1096 op->container = sack; 1068 // it's locked?
1097 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1098 strcat (buf, "."); 1070 {
1099 } 1071 if (object *tmp = find_key (op, op, sack))
1100 else 1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1073 else
1108 { 1074 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1076 return 1;
1145 } 1077 }
1146 }
1147 } 1078 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1079
1149 if (op->contr) 1080 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1081
1151 return 1; 1082 return 1;
1152} 1083}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1084
1279/** 1085/**
1280 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1282 */ 1088 */
1293 * with an altar. We call it a Potion - altars are stationary - it 1099 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1295 */ 1101 */
1296 if (altar->inv && altar->inv->type == SPELL) 1102 if (altar->inv && altar->inv->type == SPELL)
1297 { 1103 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1107 * old maps.
1302 */ 1108 */
1303 1109
1304/* push_button (altar);*/ 1110/* push_button (altar);*/
1305 } 1111 }
1306 else 1112 else
1307 { 1113 {
1308 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1309 push_button (altar); 1115 push_button (altar, originator);
1310 } 1116 }
1311 1117
1312 return !sacrifice; 1118 return !sacrifice;
1313 } 1119 }
1314 else 1120 else
1329 double opinion; 1135 double opinion;
1330 object *tmp, *next; 1136 object *tmp, *next;
1331 1137
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1139
1334 if (op->type != PLAYER) 1140 bool has_unpaid = false;
1141
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID])
1146 {
1147 has_unpaid = true;
1148 break;
1149 }
1150
1151 if (!op->is_player ())
1335 { 1152 {
1336 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1338 * the shop. 1155 * the shop.
1339 */ 1156 */
1343 1160
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 { 1162 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 1164
1165 if (i >= 0)
1348 tmp->remove (); 1166 tmp->move (i);
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 } 1167 }
1358 } 1168 }
1359 1169
1360 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1366 */ 1176 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1178 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1181
1373 if (i != -1) 1182 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 1184
1376 return 0; 1185 return 0;
1377 } 1186 }
1187
1378 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1380 */ 1190 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 1192 }
1383 else if (can_pay (op) && get_payment (op)) 1193 else if (can_pay (op) && get_payment (op))
1384 { 1194 {
1385 /* this is only used for players */ 1195 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1196 rv = teleport (shop_mat, SHOP_MAT, op);
1387 1197
1198 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op))
1201 op->contr->play_sound (sound_find ("shop_enter"));
1202 else
1203 op->contr->play_sound (sound_find ("shop_leave"));
1204
1388 if (shop_mat->msg) 1205 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1206 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1207 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1208 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 1209 * actually the shop floor.
1393 */ 1210 */
1394 else if (!rv && !is_in_shop (op)) 1211 else if (!rv && !is_in_shop (op))
1395 { 1212 {
1396 opinion = shopkeeper_approval (op->map, op); 1213 opinion = shopkeeper_approval (op->map, op);
1397 1214
1398 if (opinion > 0.9) 1215 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1219 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1220 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1221 }
1407 } 1222 }
1408 else 1223 else
1409 { 1224 {
1410 /* if we get here, a player tried to leave a shop but was not able 1225 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1226 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1227 * they are not on the mat anymore
1413 */ 1228 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1229 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1230
1416 if (i == -1) 1231 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1232 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1233 else
1421 { 1234 {
1422 op->remove (); 1235 op->remove ();
1423 op->x += freearr_x[i]; 1236 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1237 op->y += freearr_y[i];
1434 * Handles applying a sign. 1247 * Handles applying a sign.
1435 */ 1248 */
1436static void 1249static void
1437apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1438{ 1251{
1439 readable_message_type *msgType; 1252 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 1253 return;
1441 1254
1442 if (sign->msg == NULL) 1255 if (sign->has_dialogue ())
1443 { 1256 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 1258 return;
1446 } 1259 }
1447 1260
1261 if (!sign->msg)
1262 {
1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1267 return;
1268 }
1269
1448 if (sign->stats.food) 1270 if (sign->stats.food)
1449 { 1271 {
1450 if (sign->last_eat >= sign->stats.food) 1272 if (sign->last_eat >= sign->stats.food)
1451 { 1273 {
1452 if (!sign->move_on) 1274 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1276
1454 return; 1277 return;
1455 } 1278 }
1456 1279
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1281 sign->last_eat++;
1463 * move_on is zero, it needs to be manually applied (doesn't talk 1286 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 1287 * to us).
1465 */ 1288 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1289 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1290 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1469 return; 1292 return;
1470 } 1293 }
1471 msgType = get_readable_message_type (sign); 1294
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1295 if (op->contr)
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1296 if (client *ns = op->contr->ns)
1297 {
1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1302
1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1304 }
1305}
1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1474} 1337}
1475 1338
1476/** 1339/**
1477 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1364 * proper. This code was causing needless crashes.
1502 */ 1365 */
1503 if (recursion_depth >= 500) 1366 if (recursion_depth >= 500)
1504 { 1367 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1370 return;
1508 } 1371 }
1372
1509 recursion_depth++; 1373 recursion_depth++;
1510 if (trap->head) 1374 if (trap->head)
1511 trap = trap->head; 1375 trap = trap->head;
1512 1376
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1528 1392
1529 /* Just put in some sanity check. I think there is a bug in the 1393 /* Just put in some sanity check. I think there is a bug in the
1530 * above with some objects have zero speed, and thus the player 1394 * above with some objects have zero speed, and thus the player
1531 * getting permanently paralyzed. 1395 * getting permanently paralyzed.
1532 */ 1396 */
1533 if (victim->speed_left < -50.0) 1397 if (victim->speed_left < -50.f)
1534 victim->speed_left = -50.0; 1398 victim->speed_left = -50.f;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1400 }
1537 goto leave; 1401 goto leave;
1538 1402
1539 case SPINNER: 1403 case SPINNER:
1552 } 1416 }
1553 goto leave; 1417 goto leave;
1554 1418
1555 case BUTTON: 1419 case BUTTON:
1556 case PEDESTAL: 1420 case PEDESTAL:
1557 update_button (trap); 1421 update_button (trap, originator);
1558 goto leave; 1422 goto leave;
1559 1423
1560 case ALTAR: 1424 case ALTAR:
1561 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1589 1453
1590 if (!trap->value) 1454 if (!trap->value)
1591 { 1455 {
1592 int tot; 1456 int tot;
1593 1457
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1597 1461
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave; 1463 goto leave;
1600 1464
1601 SET_ANIMATION (trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1611 1475
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1613 { 1477 {
1614 if (!sound_was_played) 1478 if (!sound_was_played)
1615 { 1479 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1617 sound_was_played = 1; 1481 sound_was_played = 1;
1618 } 1482 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1621 } 1486 }
1622 } 1487 }
1623 goto leave; 1488 goto leave;
1624 } 1489 }
1625 1490
1626
1627 case CONVERTER: 1491 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1492 if (convert_item (victim, trap) < 0)
1629 { 1493 {
1630 object *op; 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1631 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 } 1496 }
1497
1642 goto leave; 1498 goto leave;
1643 1499
1644 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1501 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1502 case TRIGGER_ALTAR:
1654 case CHECK_INV: 1510 case CHECK_INV:
1655 check_inv (victim, trap); 1511 check_inv (victim, trap);
1656 goto leave; 1512 goto leave;
1657 1513
1658 case HOLE: 1514 case HOLE:
1659 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave; 1516 goto leave;
1673 1517
1674 case EXIT: 1518 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1520 {
1677 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1678 * players output. 1522 * players output.
1679 */ 1523 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1526
1527 trap->play_sound (trap->sound);
1682 enter_exit (victim, trap); 1528 victim->enter_exit (trap);
1683 } 1529 }
1684 goto leave; 1530 goto leave;
1685 1531
1686 case ENCOUNTER: 1532 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1533 /* may be some leftovers on this */
1702 1548
1703 apply_sign (victim, trap, 1); 1549 apply_sign (victim, trap, 1);
1704 goto leave; 1550 goto leave;
1705 1551
1706 case CONTAINER: 1552 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1553 apply_container (victim, trap);
1711 goto leave; 1554 goto leave;
1712 1555
1713 case RUNE: 1556 case RUNE:
1714 case TRAP: 1557 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1559 spring_trap (trap, victim);
1718 }
1719 goto leave; 1560 goto leave;
1720 1561
1721 default: 1562 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1565 goto leave;
1725 } 1566 }
1726 1567
1727leave: 1568leave:
1728 recursion_depth--; 1569 recursion_depth--;
1737 int lev_diff; 1578 int lev_diff;
1738 object *skill_ob; 1579 object *skill_ob;
1739 1580
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1582 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1583 op->failmsg ("You are unable to read while blind!");
1743 return; 1584 return;
1744 } 1585 }
1586
1745 if (tmp->msg == NULL) 1587 if (!tmp->msg)
1746 { 1588 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1748 return; 1590 return;
1749 } 1591 }
1750 1592
1751 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1595 if (!skill_ob)
1754 { 1596 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1598 return;
1757 } 1599 }
1600
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1603 {
1761 if (lev_diff < 2) 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1763 else if (lev_diff < 3) 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1765 else if (lev_diff < 5) 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1609 : "This book is totally beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return; 1610 return;
1774 } 1611 }
1775 1612
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1614
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1615 if (player *pl = op->contr)
1779 msgType->message_type, msgType->message_subtype, 1616 if (client *ns = pl->ns)
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1781 1618
1782 /* gain xp from reading */ 1619 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1621 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1623
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1625 {
1789 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */ 1628
1792 if (tmp->env) 1629 if (object *pl = tmp->visible_to ())
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 } 1631 }
1632
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1635 }
1800} 1636}
1801 1637
1804 * op is the person learning the skill, tmp is the skill scroll object 1640 * op is the person learning the skill, tmp is the skill scroll object
1805 */ 1641 */
1806static void 1642static void
1807apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1808{ 1644{
1809 switch ((int) learn_skill (op, tmp)) 1645 switch (learn_skill (op, tmp))
1810 { 1646 {
1811 case 0: 1647 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1814 return; 1650 break;
1815 1651
1816 case 1: 1652 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp); 1653 tmp->decrease ();
1654 op->play_sound (sound_find ("skill_learn"));
1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1819 return; 1656 break;
1820 1657
1821 default: 1658 default:
1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1823 decrease_ob (tmp);
1824 return; 1662 break;
1825 } 1663 }
1826} 1664}
1827 1665
1828/** 1666/**
1829 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1849 return; 1687 return;
1850 } 1688 }
1851 return; 1689 return;
1852 } 1690 }
1853 1691
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1855 tmp = object::create (); 1693
1856 spell->copy_to (tmp); 1694 tmp = spell->clone ();
1857 insert_ob_in_ob (tmp, op); 1695 insert_ob_in_ob (tmp, op);
1858 1696
1859 if (special_prayer) 1697 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1699
1864 esrv_add_spells (op->contr, tmp); 1700 esrv_add_spells (op->contr, tmp);
1865} 1701}
1866 1702
1867/** 1703/**
1881 { 1717 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return; 1719 return;
1884 } 1720 }
1885 1721
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1887 player_unready_range_ob (op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1889 spob->destroy (); 1725 spob->destroy ();
1890} 1726}
1891 1727
1899{ 1735{
1900 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1901 1737
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 { 1739 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1740 op->failmsg ("You are unable to read while blind.");
1905 return; 1741 return;
1906 } 1742 }
1907 1743
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1746 * legacy spellbooks
1911 */ 1747 */
1912
1913 if (tmp->slaying != NULL) 1748 if (tmp->slaying)
1914 { 1749 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell) 1751 if (!spell)
1917 { 1752 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1919 return; 1754 return;
1920 } 1755 }
1921 else 1756 else
1922 insert_ob_in_ob (spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1758
1923 tmp->slaying = NULL; 1759 tmp->slaying = 0;
1924 } 1760 }
1925 1761
1926 skop = find_skill_by_name (op, tmp->skill); 1762 skop = find_skill_by_name (op, tmp->skill);
1927 1763
1928 /* need a literacy skill to learn spells. Also, having a literacy level 1764 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1930 if (!skop) 1766 if (!skop)
1931 { 1767 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1933 return; 1769 return;
1934 } 1770 }
1935 1771
1936 spell = tmp->inv; 1772 spell = tmp->inv;
1937 1773
1938 if (!spell) 1774 if (!spell)
1939 { 1775 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1942 return; 1778 return;
1943 } 1779 }
1944 1780
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1946 { 1782 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1948 return; 1784 return;
1949 } 1785 }
1950 1786
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1952 1788
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1955 identify (tmp); 1790 identify (tmp);
1956 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else
1959 op->contr->socket.update_look = 1;
1960 }
1961 1791
1962 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1793 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1966 */ 1796 */
1967 if (check_spell_known (op, spell->name)) 1797 if (check_spell_known (op, spell->name))
1968 { 1798 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1970 return; 1800 return;
1971 } 1801 }
1972 1802
1973 if (spell->skill) 1803 if (spell->skill)
1974 { 1804 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1976 1806
1977 if (!spell_skill) 1807 if (!spell_skill)
1978 { 1808 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1980 return; 1810 return;
1981 } 1811 }
1982 1812
1983 if (spell_skill->level < spell->level) 1813 if (spell_skill->level < spell->level)
1984 { 1814 {
1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1986 return; 1816 return;
1987 } 1817 }
1988 } 1818 }
1989 1819
1990 /* Logic as follows 1820 /* Logic as follows
1999 * Overall, chances are the same but a player will find having a high 1829 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
2001 */ 1831 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 { 1833 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1834 op->failmsg ("In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 } 1836 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 { 1839 {
2010 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
2013 1842
2014 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 } 1846 }
2018 else 1847 else
2019 { 1848 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2022 } 1851 }
2023 decrease_ob (tmp); 1852
1853 tmp->decrease ();
2024} 1854}
2025 1855
2026/** 1856/**
2027 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
2028 */ 1858 */
2031{ 1861{
2032 object *skop; 1862 object *skop;
2033 1863
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 { 1865 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1866 op->failmsg ("You are unable to read while blind.");
2037 return; 1867 return;
2038 } 1868 }
2039 1869
2040 if (!tmp->inv || tmp->inv->type != SPELL) 1870 if (!tmp->inv || tmp->inv->type != SPELL)
2041 { 1871 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2043 return; 1873 return;
2044 } 1874 }
2045 1875
2046 if (op->type == PLAYER) 1876 if (op->type == PLAYER)
2047 { 1877 {
2053 */ 1883 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 1885
2056 if (!skop) 1886 if (!skop)
2057 { 1887 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2059 return; 1889 return;
2060 } 1890 }
2061 1891
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
2064 } 1894 }
2065 1895
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1897 identify (tmp);
2068 1898
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2070
2071 1900
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1902 tmp->decrease ();
2074} 1903}
2075 1904
2076/** 1905/**
2077 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
2078 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
2079 * chest. 1908 * chest.
2080 */ 1909 */
2081static void 1910static void
2082apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
2083{ 1912{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1913 /* Nice side effect of this treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1914 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1915 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1916 * prevents people from moving chests to more difficult maps to get better
2091 * treasure 1917 * treasure
2092 */ 1918 */
2093
2094 treas = tmp->inv; 1919 object *treas = tmp->inv;
2095 if (treas == NULL) 1920
1921 if (!treas)
2096 { 1922 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1923 op->statusmsg ("The chest was empty.");
2098 decrease_ob (tmp); 1924 tmp->decrease ();
2099 return; 1925 return;
2100 } 1926 }
1927
2101 while (tmp->inv) 1928 while (tmp->inv)
2102 { 1929 {
2103 treas = tmp->inv; 1930 treas = tmp->inv;
2104
2105 treas->remove (); 1931 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107 1932
2108 treas->x = op->x; 1933 treas->x = op->x;
2109 treas->y = op->y; 1934 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111 1936
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op); 1938 spring_trap (treas, op);
2114 1939
2115 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
2119 */ 1944 */
2120 if (op->destroyed () || tmp->destroyed ()) 1945 if (op->destroyed () || tmp->destroyed ())
2121 break; 1946 break;
2122 } 1947 }
2123 1948
2124 if (!tmp->destroyed () && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
2125 decrease_ob (tmp); 1950 tmp->decrease (true);
2126
2127} 1951}
2128 1952
2129/** 1953/**
2130 * op eats food. 1954 * op eats food.
2131 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2146 { 1970 {
2147 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999) 1972 if (op->stats.food + tmp->stats.food > 999)
2149 { 1973 {
2150 if (tmp->type == FOOD || tmp->type == FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1975 op->failmsg ("You feel full, but what a waste of food!");
2152 else 1976 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
2154 } 1978 }
1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
2155 1987
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 { 1989 {
2158 char buf[MAX_BUF]; 1990 const char *buf;
2159 1991
2160 if (!is_dragon_pl (op)) 1992 if (!is_dragon_pl (op))
2161 { 1993 {
2162 /* eating message for normal players */ 1994 /* eating message for normal players */
2163 if (tmp->type == DRINK) 1995 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2165 else 1997 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 } 1999 }
2168 else 2000 else
2169 {
2170 /* eating message for dragon players */ 2001 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
2172 }
2173 2003
2174 new_draw_info (NDI_UNIQUE, 0, op, buf); 2004 op->statusmsg (buf);
2005
2175 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
2179 else 2010 else
2180 op->stats.hp += tmp->stats.food / 50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
2181 if (op->stats.hp > op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
2184 op->stats.food = 999; 2016 op->stats.food = 999;
2185 } 2017 }
2187 /* special food hack -b.t. */ 2019 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp); 2021 eat_special_food (op, tmp);
2190 } 2022 }
2191 } 2023 }
2024
2192 handle_apply_yield (tmp); 2025 handle_apply_yield (tmp);
2193 decrease_ob (tmp); 2026 tmp->decrease ();
2194} 2027}
2195 2028
2196/** 2029/**
2197 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2198 * there is a chance for the dragon's skin to get improved. 2031 * there is a chance for the dragon's skin to get improved.
2208{ 2041{
2209 object *skin = NULL; /* pointer to dragon skin force */ 2042 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */ 2043 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2212 2045
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2055 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2056 return 0;
2225 2057
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2059 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2061 if (tmp->type == FORCE)
2231 { 2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2063 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2235 abil = tmp; 2065 abil = tmp;
2236 }
2237 }
2238 2066
2239 /* if either skin or ability are missing, this is an old player 2067 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2068 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2069 if (skin == NULL || abil == NULL)
2242 return 0; 2070 return 0;
2244 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2075 else
2248 op->stats.hp += meal->stats.food / 50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2249 if (op->stats.hp > op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2251 2080
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2082
2283 /* doubled chance for resistance of ability-focus */ 2112 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2113 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2114 chance = MIN (100., chance * 2.);
2286 2115
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2117 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2118 {
2290 atnr_winner[winners] = i; 2119 atnr_winner[winners] = i;
2291 winners++; 2120 winners++;
2292 } 2121 }
2293 2122
2298 } 2127 }
2299 } 2128 }
2300 2129
2301 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100; 2131 totalchance = 100 - totalchance * 100;
2132
2303 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2304 if (totalchance > 50.) 2135 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2316 else 2147 else
2317 sprintf (buf, "The %s had no taste.", &meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf); 2149
2150 op->statusmsg (buf);
2319 2151
2320 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2321 i = -1; 2153 i = -1;
2322 if (winners > 0) 2154 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners]; 2155 i = atnr_winner [rndm (winners)];
2324 2156
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2158 {
2327 /* resistance increased! */ 2159 /* resistance increased! */
2328 skin->resist[i]++; 2160 skin->resist[i]++;
2329 fix_player (op); 2161 op->update_stats ();
2330 2162
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2164 }
2334 2165
2335 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */ 2167 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 { 2169 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340 2171
2341 if (meal->last_eat != abil->stats.exp) 2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2176 change_resist_msg[meal->last_eat],
2177 abil->level + 1
2342 { 2178 ));
2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 }
2348 else 2179 else
2349 { 2180 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0; 2182 abil->last_eat = 0;
2353 } 2183 }
2354 } 2184 }
2185
2355 return 1; 2186 return 1;
2356}
2357
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390} 2187}
2391 2188
2392/** 2189/**
2393 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2191 * Does some sanity checks, then calls improve_armour.
2396static void 2193static void
2397apply_armour_improver (object *op, object *tmp) 2194apply_armour_improver (object *op, object *tmp)
2398{ 2195{
2399 object *armor; 2196 object *armor;
2400 2197
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2199 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2404 return; 2201 return;
2405 } 2202 }
2203
2406 armor = find_marked_object (op); 2204 armor = find_marked_object (op);
2205
2407 if (!armor) 2206 if (!armor)
2408 { 2207 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2209 return;
2411 } 2210 }
2211
2412 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2213 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2215 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2417 return; 2217 return;
2418 } 2218 }
2419 2219
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2221 improve_armour (op, tmp, armor);
2422} 2222}
2423 2223
2424 2224void
2425extern void
2426apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2427{ 2226{
2227 // need to do it now when it is still on the map
2228 handle_apply_yield (tmp);
2229
2230 object *poison = tmp->split (1);
2231
2428 if (op->type == PLAYER) 2232 if (op->type == PLAYER)
2429 { 2233 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2234 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2235 op->failmsg ("Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2236 op->contr->killer = poison;
2433 } 2237 }
2238
2434 if (tmp->stats.hp > 0) 2239 if (poison->stats.hp > 0)
2435 { 2240 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2438 } 2243 }
2244
2439 op->stats.food -= op->stats.food / 4; 2245 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2246 poison->destroy ();
2441 decrease_ob (tmp);
2442} 2247}
2443 2248
2444/** 2249/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2252 * -You can come back (there is another exit at the other side)
2448 * -You are 2253 * -You are
2449 * ° the owner of the exit 2254 * ° the owner of the exit
2450 * ° or in the same party as the owner 2255 * ° or in the same party as the owner
2451 * 2256 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2257 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't 2258 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2259 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2260 */
2456int 2261int
2457is_legal_2ways_exit (object *op, object *exit) 2262is_legal_2ways_exit (object *op, object *exit)
2458{ 2263{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2264 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2265 return 1; /*This is not a 2 way, so it is legal */
2266
2267#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2270#endif
2469 * all the exits in destination and try to find one with same path as 2271
2470 * the current exit's position */ 2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2273
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 else 2275
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2276 if (exitmap)
2476 { 2277 {
2278 exitmap->load_sync ();
2279
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2478 if (!tmp) 2282 if (!tmp)
2479 return 0; 2283 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2284
2285 for (; tmp; tmp = tmp->above)
2481 { 2286 {
2482 if (tmp->type != EXIT) 2287 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2288 continue; /*Not an exit */
2289
2484 if (!EXIT_PATH (tmp)) 2290 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2291 continue; /*Not a valid exit */
2292
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2294 continue; /*Not in the same place */
2295
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2296 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2297 continue; /*Not in the same map */
2490 2298
2491 /* From here we have found the exit is valid. However we do 2299 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the 2300 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2301 * town portals to prevent strangers from visiting your appartments
2494 */ 2302 */
2495 if (!exit->race) 2303 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2304 return 1; /*No owner, free for all! */
2305
2497 exit_owner = NULL; 2306 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2307
2308 for_all_players (pp)
2499 { 2309 {
2500 if (!pp->ob) 2310 if (!pp->ob)
2501 continue; 2311 continue;
2312
2502 if (pp->ob->name != exit->race) 2313 if (pp->ob->name != exit->race)
2503 continue; 2314 continue;
2315
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2317 break;
2506 } 2318 }
2319
2507 if (!exit_owner) 2320 if (!exit_owner)
2508 return 0; /* No more owner */ 2321 return 0; /* No more owner */
2322
2509 if (exit_owner->contr == op->contr) 2323 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2324 return 1; /*It is your exit */
2325
2511 if (exit_owner && /*There is a owner */ 2326 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2327 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2330 return 0;
2331
2516 return 1; 2332 return 1;
2517 } 2333 }
2518 } 2334 }
2335
2519 return 0; 2336 return 0;
2520} 2337}
2521 2338
2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2369 }
2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2522 2582
2523/** 2583/**
2524 * Main apply handler. 2584 * Main apply handler.
2525 * 2585 *
2526 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2528 * Return value: 2588 * Return value:
2529 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2531 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2532 * 2592 *
2533 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2534 * being applied. 2594 * being applied.
2535 * 2595 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2538 */ 2598 */
2539
2540int 2599int
2541manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2542{ 2601{
2543 if (tmp->head) 2602 op = op->head_ ();
2544 tmp = tmp->head;
2545 2603
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2547 { 2605 {
2548 if (op->type == PLAYER) 2606 if (who->type == PLAYER)
2549 { 2607 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2551 return 1; 2610 return 1;
2552 } 2611 }
2553 else 2612 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2614 }
2558 2615
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2560 return RESULT_INT (0); 2617 return RESULT_INT (0);
2561 2618
2562 switch (tmp->type) 2619 switch (op->type)
2563 { 2620 {
2564
2565 case CF_HANDLE: 2621 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2622 who->play_sound (sound_find ("turn_handle"));
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2623 who->statusmsg ("You turn the handle.");
2568 tmp->value = tmp->value ? 0 : 1; 2624 op->value = op->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2625 SET_ANIMATION (op, op->value);
2570 update_object (tmp, UP_OBJ_FACE); 2626 update_object (op, UP_OBJ_FACE);
2571 push_button (tmp); 2627 push_button (op, who);
2572 return 1; 2628 return 1;
2573 2629
2574 case TRIGGER: 2630 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2631 if (check_trigger (op, who))
2576 { 2632 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2633 who->statusmsg ("You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2634 who->play_sound (sound_find ("turn_handle"));
2579 } 2635 }
2580 else 2636 else
2581 { 2637 who->failmsg ("The handle doesn't move.");
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2638
2583 }
2584 return 1; 2639 return 1;
2585 2640
2586 case EXIT: 2641 case EXIT:
2587 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2588 return 0; 2643 return 0;
2644
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2590 { 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2647 else
2594 { 2648 {
2595 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2651 who->statusmsg (op->msg, NDI_NAVY);
2652
2598 enter_exit (op, tmp); 2653 who->enter_exit (op);
2599 } 2654 }
2655
2600 return 1; 2656 return 1;
2601 2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2602 case SIGN: 2663 case SIGN:
2603 apply_sign (op, tmp, 0); 2664 apply_sign (who, op, 0);
2604 return 1; 2665 return 1;
2605 2666
2606 case BOOK: 2667 case BOOK:
2607 if (op->type == PLAYER) 2668 if (who->type == PLAYER)
2608 { 2669 {
2609 apply_book (op, tmp); 2670 apply_book (who, op);
2610 return 1; 2671 return 1;
2611 } 2672 }
2612 else 2673 else
2674 return 0;
2675
2676 case SKILLSCROLL:
2677 if (who->type == PLAYER)
2613 { 2678 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp); 2679 apply_skillscroll (who, op);
2621 return 1;
2622 }
2623 return 0;
2624
2625 case SPELLBOOK:
2626 if (op->type == PLAYER)
2627 {
2628 apply_spellbook (op, tmp);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SCROLL:
2634 apply_scroll (op, tmp, 0);
2635 return 1;
2636
2637 case POTION:
2638 (void) apply_potion (op, tmp);
2639 return 1;
2640
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */
2642 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env);
2647 return 1;
2648
2649 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp);
2654 return 1;
2655
2656 case TREASURE:
2657 if (op->type == PLAYER)
2658 {
2659 apply_treasure (op, tmp);
2660 return 1; 2680 return 1;
2661 } 2681 }
2662 else 2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2663 { 2687 {
2688 apply_spellbook (who, op);
2664 return 0; 2689 return 1;
2665 } 2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2696 return 1;
2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2704 case CLOSE_CON:
2705 apply_container (who, op->env);
2706 return 1;
2707
2708 case CONTAINER:
2709 apply_container (who, op);
2710 return 1;
2711
2712 case TREASURE:
2713 if (who->type == PLAYER)
2714 {
2715 apply_treasure (who, op);
2716 return 1;
2717 }
2718 else
2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2666 2725
2667 case WEAPON: 2726 case WEAPON:
2668 case ARMOUR: 2727 case ARMOUR:
2669 case BOOTS: 2728 case BOOTS:
2670 case GLOVES: 2729 case GLOVES:
2678 case WAND: 2737 case WAND:
2679 case ROD: 2738 case ROD:
2680 case HORN: 2739 case HORN:
2681 case SKILL: 2740 case SKILL:
2682 case BOW: 2741 case BOW:
2683 case LAMP:
2684 case BUILDER: 2742 case BUILDER:
2685 case SKILL_TOOL: 2743 case SKILL_TOOL:
2686 if (tmp->env != op) 2744 if (op->env != who)
2687 return 2; /* not in inventory */ 2745 return 2; /* not in inventory */
2746
2688 (void) apply_special (op, tmp, aflag); 2747 apply_special (who, op, aflag);
2689 return 1; 2748 return 1;
2690 2749
2691 case DRINK: 2750 case DRINK:
2692 case FOOD: 2751 case FOOD:
2693 case FLESH: 2752 case FLESH:
2694 apply_food (op, tmp); 2753 apply_food (who, op);
2695 return 1; 2754 return 1;
2696 2755
2697 case POISON: 2756 case POISON:
2698 apply_poison (op, tmp); 2757 apply_poison (who, op);
2699 return 1; 2758 return 1;
2700 2759
2701 case SAVEBED: 2760 case SAVEBED:
2761 return 1;
2762
2763 case ARMOUR_IMPROVER:
2702 if (op->type == PLAYER) 2764 if (who->type == PLAYER)
2703 { 2765 {
2704 apply_savebed (op); 2766 apply_armour_improver (who, op);
2705 return 1; 2767 return 1;
2706 } 2768 }
2707 else 2769 else
2770 return 0;
2771
2772 case WEAPON_IMPROVER:
2773 check_improve_weapon (who, op);
2774 return 1;
2775
2776 case CLOCK:
2777 if (who->type == PLAYER)
2708 { 2778 {
2709 return 0; 2779 char buf[MAX_BUF];
2780 timeofday_t tod;
2781
2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2785 "It is %d minute%s past %d o'clock %s",
2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2710 } 2788 ));
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1; 2789 return 1;
2717 } 2790 }
2718 else 2791 else
2792 return 0;
2793
2794 case MENU:
2795 if (who->type == PLAYER)
2719 { 2796 {
2720 return 0; 2797 shop_listing (op, who);
2721 }
2722
2723 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp);
2725 return 1;
2726
2727 case CLOCK:
2728 if (op->type == PLAYER)
2729 {
2730 char buf[MAX_BUF];
2731 timeofday_t tod;
2732
2733 get_tod (&tod);
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2798 return 1;
2740 } 2799 }
2741 else 2800 else
2801 return 0;
2802
2803 case POWER_CRYSTAL:
2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 if (who->type == PLAYER)
2742 { 2809 {
2743 return 0; 2810 apply_lighter (who, op);
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1; 2811 return 1;
2751 } 2812 }
2752 else 2813 else
2753 {
2754 return 0; 2814 return 0;
2755 }
2756
2757 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1;
2760
2761 case LIGHTER: /* for lighting torches/lanterns/etc */
2762 if (op->type == PLAYER)
2763 {
2764 apply_lighter (op, tmp);
2765 return 1;
2766 }
2767 else
2768 {
2769 return 0;
2770 }
2771 2815
2772 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2817 apply_item_transformer (who, op);
2774 return 1; 2818 return 1;
2775 2819
2776 default: 2820 default:
2777 return 0; 2821 return 0;
2778 } 2822 }
2779} 2823}
2780
2781 2824
2782/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2783 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2785 * 2828 *
2786 * Same return value as apply() function. 2829 * Same return value as apply() function.
2787 */ 2830 */
2788int 2831int
2789player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2790{ 2833{
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2794 { 2835 {
2795 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2838 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2799 return 0; 2842 return 0;
2800 } 2843 }
2801 } 2844 }
2802 2845
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2847
2818 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2819 if (!quiet) 2850 if (!quiet)
2820 { 2851 {
2821 if (tmp == 0) 2852 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2) 2854 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2855 pl->failmsg ("You must get it first!\n");
2825 } 2856 }
2857
2826 return tmp; 2858 return tmp;
2827} 2859}
2828 2860
2829/** 2861/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2862 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise 2863 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2864 * we use the ground.
2833 */ 2865 */
2834
2835void 2866void
2836player_apply_below (object *pl) 2867player_apply_below (object *pl)
2837{ 2868{
2838 object *tmp, *next;
2839 int floors; 2869 int floors = 0;
2840 2870
2841 /* If using a container, set the starting item to be the top 2871 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2872 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2873 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2874 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2875 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2876 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2877 * not return a proper value.
2851 */ 2878 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2880 {
2854 next = tmp->below; 2881 next = tmp->below;
2882
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2884 floors++;
2857 else if (floors > 0) 2885 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2886 return; /* process only floor objects after first floor object */
2859 2887
2861 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2863 * the item needs. 2891 * the item needs.
2864 */ 2892 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 2895 return;
2869 } 2896
2870 if (floors >= 2) 2897 if (floors >= 2)
2871 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2872 } 2899 }
2873} 2900}
2874 2901
2879 * to keep the size of apply_special to a more managable size. 2906 * to keep the size of apply_special to a more managable size.
2880 */ 2907 */
2881static int 2908static int
2882unapply_special (object *who, object *op, int aflags) 2909unapply_special (object *who, object *op, int aflags)
2883{ 2910{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2913 return RESULT_INT (0);
2886 2914
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2915 CLEAR_FLAG (op, FLAG_APPLIED);
2916
2890 switch (op->type) 2917 switch (op->type)
2891 { 2918 {
2919 case SKILL_TOOL:
2920 // unapplying a skill tool should also unapply the skill it governs
2921 // but this is hard, as it shouldn't do so when the skill can
2922 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2924 if (tmp->skill == op->skill
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0);
2929
2930 change_abil (who, op);
2931 break;
2932
2892 case WEAPON: 2933 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2934 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2939 }
2894 2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2895 (void) change_abil (who, op); 2943 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2945 break;
2900 2946
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2947 case SKILL:
2903 if (op != who->chosen_skill) 2948 if (who->contr)
2904 { 2949 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2906 } 2959 }
2907 if (who->type == PLAYER) 2960
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op); 2961 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2963 break;
2924 2964
2925 case ARMOUR: 2965 case ARMOUR:
2926 case HELMET: 2966 case HELMET:
2930 case GLOVES: 2970 case GLOVES:
2931 case AMULET: 2971 case AMULET:
2932 case GIRDLE: 2972 case GIRDLE:
2933 case BRACERS: 2973 case BRACERS:
2934 case CLOAK: 2974 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 2976 change_abil (who, op);
2937 break; 2977 break;
2938 case LAMP:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2940 tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x;
2942 tmp2->y = op->y;
2943 tmp2->map = op->map;
2944 tmp2->below = op->below;
2945 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2978
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951
2952 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count);
2954
2955 op->destroy ();
2956 insert_ob_in_ob (tmp2, who);
2957 fix_player (who);
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 {
2960 if (who->type == PLAYER)
2961 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 }
2965 }
2966 if (who->type == PLAYER)
2967 esrv_send_item (who, tmp2);
2968 return 1; /* otherwise, an attempt to drop causes problems */
2969 break;
2970 case BOW: 2979 case BOW:
2971 case WAND: 2980 case WAND:
2972 case ROD: 2981 case ROD:
2973 case HORN: 2982 case HORN:
2974 clear_skill (who); 2983 if (player *pl = who->contr)
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 { 2984 {
2978 who->contr->shoottype = range_none; 2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 } 2992 }
2980 else 2993 else
2981 { 2994 {
2995 who->change_skill (0);
2996
2982 if (op->type == BOW) 2997 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2999 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 3001 }
3002
2987 break; 3003 break;
2988 3004
2989 case BUILDER: 3005 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3006 if (who->contr)
2991 who->contr->shoottype = range_none; 3007 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 3008 break;
2994 3009
2995 default: 3010 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2997 break; 3012 break;
2998 } 3013 }
2999 3014
3000 fix_player (who); 3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3001 3016 if (object *pl = op->visible_to ())
3002 if (!(aflags & AP_NO_MERGE))
3003 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL);
3007 if (who->type == PLAYER)
3008 {
3009 if (tmp)
3010 { /* it was merged */
3011 esrv_del_item (who->contr, op->count);
3012 op = tmp;
3013 }
3014
3015 esrv_send_item (who, op); 3017 esrv_send_item (pl, op);
3016 } 3018
3017 } 3019 who->update_stats ();
3020
3018 return 0; 3021 return 0;
3019} 3022}
3020 3023
3021/** 3024/**
3022 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 3027 * then go through the below of this. In this way, you can do
3025 * something like: 3028 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 3029 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3030 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 3031 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 3032 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 3033 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 3035 * invisible other objects that use
3033 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
3034 */ 3037 */
3035object * 3038static object *
3036get_item_from_body_location (object *start, int loc) 3039get_next_item_from_body_location (int loc, object *start)
3037{ 3040{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 3041 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3042 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info
3044 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 3045 return tmp;
3046 3046
3047 return NULL; 3047 return 0;
3048} 3048}
3049
3050
3051 3049
3052/** 3050/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 3051 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 3052 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 3053 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 3056 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 3057 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 3058 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 3059 * another function that does just that.
3062 */ 3060 */
3061
3062#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>"
3066
3063int 3067int
3064unapply_for_ob (object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
3065{ 3069{
3066 int i; 3070 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 3074 {
3080 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3076 who->failmsg (query_name (tmp));
3082 else 3077 else
3083 unapply_special (who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
3084 } 3079 }
3085 else 3080 else
3086 { 3081 {
3087 /* In this case, we want to try and remove a cursed item. 3082 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 3083 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 3084 * at least generate the message.
3090 */ 3085 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3092 return 1; 3087 return 1;
3093 }
3094
3095 } 3088 }
3096 }
3097 }
3098 3089
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 3091 {
3101 /* this used up a slot that we need to free */ 3092 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 3093 if (op->slot[i].info)
3103 { 3094 {
3104 last = who->inv; 3095 object *last = who->inv;
3105 3096
3106 /* We do a while loop - may need to remove several items in order 3097 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 3098 * to free up enough slots.
3108 */ 3099 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 3100 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 3101 {
3111 tmp = get_item_from_body_location (last, i); 3102 object *tmp = get_next_item_from_body_location (i, last);
3103
3112 if (!tmp) 3104 if (!tmp)
3113 { 3105 {
3114#if 0 3106#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 3107 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 3108 * equipped.
3117 */ 3109 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3110 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 3111#endif
3120 return 1; 3112 return 1;
3121 } 3113 }
3114
3122 /* If we are just printing, we don't care about cursed status */ 3115 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 3117 {
3125 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3119 who->failmsg (query_name (tmp));
3127 else 3120 else
3128 unapply_special (who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
3129 } 3122 }
3130 else 3123 else
3131 { 3124 {
3132 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 3126 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 3127 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 3128 * one cursed ring.)
3136 */ 3129 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3138 } 3131 }
3132
3139 last = tmp->below; 3133 last = tmp->below;
3140 } 3134 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3135 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 3136 * return in the !tmp would have kicked in.
3143 */ 3137 */
3144 } /* if op is using this body location */ 3138 } /* if op is using this body location */
3145 } /* for body lcoations */ 3139 } /* for body lcoations */
3140
3146 return 0; 3141 return 0;
3147} 3142}
3148 3143
3149/** 3144/**
3150 * Checks to see if 'who' can apply object 'op'. 3145 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 3146 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 3147 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 3148 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3149 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 3150 * is set, do we really care what the other flags may be?)
3156 * 3151 *
3157 * See include/define.h for detailed description of the meaning of 3152 * See include/define.h for detailed description of the meaning of
3158 * these return values. 3153 * these return values.
3159 */ 3154 */
3160int 3155int
3161can_apply_object (object *who, object *op) 3156can_apply_object (object *who, object *op)
3162{ 3157{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3158 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 3159 return RESULT_INT (0);
3165 3160
3166 int i, retval = 0; 3161 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 3162 object *tmp = 0, *ws = 0;
3168 3163
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3164 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 3165 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3166 if (op->slot[i].info)
3177 { 3167 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3168 /* Item uses more slots than we have */
3169 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 3170 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 3171 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 3172 * really needed.
3196 */ 3173 */
3197 retval |= CAN_APPLY_NEVER; 3174 retval |= CAN_APPLY_NEVER;
3198 } 3175 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 3176 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 3177 {
3201 /* in this case, equipping this would use more free spots than 3178 /* in this case, equipping this would use more free spots than
3202 * we have. 3179 * we have.
3203 */ 3180 */
3204 object *tmp1;
3205
3206 3181
3207 /* if we have an applied weapon/shield, and unapply it would free 3182 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 3183 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3184 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 3185 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3186 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3187 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3188 * may be two handed for example.
3214 */ 3189 */
3215 if (ws) 3190 if (ws)
3216 { 3191 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 3192 {
3219 retval |= CAN_APPLY_UNAPPLY; 3193 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3194 continue;
3221 } 3195 }
3222 }
3223 3196
3224 tmp1 = get_item_from_body_location (who->inv, i); 3197 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3198 if (!tmp1)
3226 { 3199 {
3227#if 0 3200#if 0
3228 /* This is sort of an error, but happens a lot when old players 3201 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed. 3202 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 3210 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3211 * is different than we had found before, it means they need
3239 * to apply multiple objects 3212 * to apply multiple objects
3240 */ 3213 */
3241 retval |= CAN_APPLY_UNAPPLY; 3214 retval |= CAN_APPLY_UNAPPLY;
3215
3242 if (!tmp) 3216 if (!tmp)
3243 tmp = tmp1; 3217 tmp = tmp1;
3244 else if (tmp != tmp1) 3218 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3219 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3220
3248 /* This object isn't using up all the slots, so there must 3221 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 3222 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3223 * the slots, the player then has a choice.
3251 */ 3224 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3225 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3226 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3227 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3228
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3229 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3230 * equipped? If not, there must be something else to unapply.
3257 */ 3231 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3232 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3233 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3234 }
3262 } /* if not enough free slots */ 3235 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3236 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3237 } /* for i -> num_body_locations loop */
3265 3238
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3243 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3244 * all use the same location.
3272 */ 3245 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3246 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3247 retval |= CAN_APPLY_RESTRICTION;
3248
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3249 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3250 retval |= CAN_APPLY_RESTRICTION;
3277 3251
3278
3279 if (who->type != PLAYER) 3252 if (who->type != PLAYER)
3280 { 3253 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3255 retval |= CAN_APPLY_RESTRICTION;
3256
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3257 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3258 retval |= CAN_APPLY_RESTRICTION;
3259
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3260 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3261 retval |= CAN_APPLY_RESTRICTION;
3262
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3264 retval |= CAN_APPLY_RESTRICTION;
3289 } 3265 }
3266
3290 return retval; 3267 return retval;
3291} 3268}
3292
3293
3294 3269
3295/** 3270/**
3296 * who is the object using the object. It can be a monster. 3271 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3272 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3273 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3282 * AP_UNAPPLY=always unapply).
3308 * 3283 *
3309 * Optional flags: 3284 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3285 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3286 * AP_IGNORE_CURSE: unapply cursed items
3287 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3288 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3290 *
3315 * apply_special() doesn't check for unpaid items. 3291 * apply_special() doesn't check for unpaid items.
3316 */ 3292 */
3293
3294#define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296
3317int 3297int
3318apply_special (object *who, object *op, int aflags) 3298apply_special (object *who, object *op, int aflags)
3319{ 3299{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3301 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3302
3324 if (who == NULL) 3303 if (who == NULL)
3325 { 3304 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3305 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3306 return 1;
3337 if (basic_flag == AP_APPLY) 3316 if (basic_flag == AP_APPLY)
3338 return 0; 3317 return 0;
3339 3318
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3320 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3343 return 1; 3322 return 1;
3344 } 3323 }
3324
3345 return unapply_special (who, op, aflags); 3325 return unapply_special (who, op, aflags);
3346 } 3326 }
3347
3348 if (basic_flag == AP_UNAPPLY) 3327 else if (basic_flag == AP_UNAPPLY)
3349 return 0; 3328 return 0;
3350 3329
3351 i = can_apply_object (who, op); 3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3337 }
3338
3339 splay (op);
3352 3340
3353 /* Can't just apply this object. Lets see what not and what to do */ 3341 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3342 if (int i = can_apply_object (who, op))
3355 { 3343 {
3356 if (i & CAN_APPLY_NEVER) 3344 if (i & CAN_APPLY_NEVER)
3357 { 3345 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3359 return 1; 3347 return 1;
3360 } 3348 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3349 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3350 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3351 who->failmsg (format (
3352 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op)
3355 ));
3364 return 1; 3356 return 1;
3365 } 3357 }
3358
3366 if (who->type != PLAYER) 3359 if (who->type != PLAYER)
3367 { 3360 {
3368 /* Some error, so don't try to equip something more */ 3361 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3362 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3363 return 1;
3371 } 3364 }
3372 else 3365 else
3373 { 3366 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3367 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3368 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3369 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3371 return 1;
3379 } 3372 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3374 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3375 return 1;
3385 } 3376 }
3386 }
3387 } 3377 }
3378
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3380 {
3390 skop = find_skill_by_name (who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3382
3391 if (!skop) 3383 if (!skop)
3392 { 3384 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3394 return 1; 3386 return 1;
3395 } 3387 }
3396 else 3388 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3400 */ 3391 */
3401 change_skill (who, skop, 0); 3392 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3393 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3394
3395 if (who->type == PLAYER
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3400 return 1;
3409 } 3401 }
3410
3411 3402
3412 /* Ok. We are now at the state where we can apply the new object. 3403 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3415 */ 3406 */
3416 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3417
3418 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1);
3420 else
3421 tmp = NULL;
3422 3408
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3410 return RESULT_INT (0);
3425 3411
3426 switch (op->type) 3412 switch (op->type)
3427 { 3413 {
3428 case WEAPON: 3414 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3415 if (!check_weapon_power (who, op->last_eat))
3430 { 3416 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3418
3433 if (tmp != NULL) 3419 if (tmp)
3434 (void) insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3421
3435 return 1; 3422 return 1;
3436 } 3423 }
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3438 { 3428 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3432
3442 if (tmp != NULL) 3433 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3434 insert_ob_in_ob (tmp, who);
3435
3444 return 1; 3436 return 1;
3445 } 3437 }
3438
3439 if (!skop)
3440 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3442 return 1;
3443 }
3444
3446 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3446 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3447
3448 if (who->contr)
3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3452
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454
3455 (void) change_abil (who, op); 3454 change_abil (who, op);
3456 break; 3455 break;
3457 3456
3458 case ARMOUR: 3457 case ARMOUR:
3459 case HELMET: 3458 case HELMET:
3460 case SHIELD: 3459 case SHIELD:
3464 case BRACERS: 3463 case BRACERS:
3465 case CLOAK: 3464 case CLOAK:
3466 case RING: 3465 case RING:
3467 case AMULET: 3466 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 3469 change_abil (who, op);
3471 break; 3470 break;
3472 case LAMP: 3471
3473 if (op->stats.food < 1) 3472 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (!(aflags & AP_NO_READY))
3474 { 3477 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3478 skop = find_skill_by_name (who, op->skill);
3476 return 1; 3479 if (!skop->flag [FLAG_APPLIED])
3480 apply_special (who, skop, AP_APPLY);
3477 } 3481 }
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3482 break;
3479 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED);
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3484 insert_ob_in_ob (tmp2, who);
3485 3483
3486 /* Remove the old lantern */ 3484 case SKILL:
3487 if (who->type == PLAYER) 3485 if (player *pl = who->contr)
3488 esrv_del_item (who->contr, op->count);
3489
3490 op->destroy ();
3491
3492 /* insert the portion that was split off */
3493 if (tmp != NULL)
3494 { 3486 {
3495 (void) insert_ob_in_ob (tmp, who); 3487 if (IS_COMBAT_SKILL (op->subtype))
3496 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp);
3498 }
3499 fix_player (who);
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER)
3503 { 3488 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3506 } 3512 }
3507 } 3513 else if (IS_RANGED_SKILL (op->subtype))
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break;
3512
3513 /* this part is needed for skill-tools */
3514 case SKILL:
3515 case SKILL_TOOL:
3516 if (who->chosen_skill)
3517 { 3514 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3519 return 1; 3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3520 } 3535 }
3521 if (who->type == PLAYER) 3536
3522 {
3523 who->contr->shoottype = range_skill;
3524 who->contr->ranges[range_skill] = op;
3525 if (!op->invisible) 3537 if (!op->invisible)
3526 { 3538 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3539 who->statusmsg (format (
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3529 } 3545 }
3530 else 3546 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3533 }
3534 } 3548 }
3549 else
3550 {
3535 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op); 3552 change_abil (who, op);
3537 who->chosen_skill = op; 3553 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL); 3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3539 break; 3557 break;
3540 3558
3541 case BOW: 3559 case BOW:
3542 if (!check_weapon_power (who, op->last_eat)) 3560 if (!check_weapon_power (who, op->last_eat))
3543 { 3561 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3563
3546 if (tmp != NULL) 3564 if (tmp)
3547 (void) insert_ob_in_ob (tmp, who); 3565 insert_ob_in_ob (tmp, who);
3566
3548 return 1; 3567 return 1;
3549 } 3568 }
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3569
3570 if (op->level && !op->name.starts_with (who->name))
3551 { 3571 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3572 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>");
3553 if (tmp != NULL) 3574 if (tmp)
3554 (void) insert_ob_in_ob (tmp, who); 3575 insert_ob_in_ob (tmp, who);
3576
3555 return 1; 3577 return 1;
3556 } 3578 }
3579
3557 /*FALLTHROUGH*/ case WAND: 3580 /*FALLTHROUGH*/
3581 case WAND:
3558 case ROD: 3582 case ROD:
3559 case HORN: 3583 case HORN:
3560 /* check for skill, alter player status */ 3584 /* check for skill, alter player status */
3585
3586 if (!skop)
3587 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 return 1;
3590 }
3591
3561 SET_FLAG (op, FLAG_APPLIED); 3592 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3593 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3594
3566 if (who->type == PLAYER) 3595 if (who->contr)
3567 { 3596 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3600
3568 if (op->type == BOW) 3601 if (op->type == BOW)
3569 { 3602 {
3603 who->current_weapon = op;
3570 (void) change_abil (who, op); 3604 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3606 }
3579 } 3607 }
3580 else 3608 else
3581 { 3609 {
3582 if (op->type == BOW) 3610 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3611 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3612 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3613 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3614 }
3615
3587 break; 3616 break;
3588 3617
3589 case BUILDER: 3618 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3619 if (who->type == PLAYER)
3620 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3623 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626
3593 who->contr->ranges[range_builder] = op; 3627 who->contr->ranged_ob = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3628 }
3595 break; 3629 break;
3596 3630
3597 default: 3631 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 3633 }
3600 3634
3601 SET_FLAG (op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3602 3636
3603 if (tmp != NULL) 3637 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3638 who->insert (tmp);
3605 3639
3606 fix_player (who); 3640 who->update_stats ();
3607 3641
3608 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3644 * you don't know anything about them.
3611 */ 3645 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3648
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3650 if (who->type == PLAYER)
3618 { 3651 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3652 who->failmsg (
3653 "Oops, it feels deadly cold! "
3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3657 }
3622 } 3658
3623 if (who->type == PLAYER) 3659 if (object *pl = op->visible_to ())
3624 {
3625 /* if multiple objects were applied, update both slots */
3626 if (tmp)
3627 esrv_send_item (who, tmp);
3628 esrv_send_item (who, op); 3660 esrv_send_item (pl, op);
3629 } 3661
3630 return 0; 3662 return 0;
3631} 3663}
3632
3633 3664
3634int 3665int
3635monster_apply_special (object *who, object *op, int aflags) 3666monster_apply_special (object *who, object *op, int aflags)
3636{ 3667{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1; 3669 return 1;
3670
3639 return apply_special (who, op, aflags); 3671 return apply_special (who, op, aflags);
3640} 3672}
3641 3673
3642/** 3674/**
3643 * Map was just loaded, handle op's initialisation. 3675 * Map was just loaded, handle op's initialisation.
3648auto_apply (object *op) 3680auto_apply (object *op)
3649{ 3681{
3650 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3651 int i; 3683 int i;
3652 3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686
3653 switch (op->type) 3687 switch (op->type)
3654 { 3688 {
3655 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3690 if (!op->has_random_items ())
3657 return 0; 3691 return 0;
3658 3692
3659 do 3693 do
3660 { 3694 {
3661 i = 10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3664 if (tmp == NULL) 3702 if (tmp == NULL)
3665 return 0; 3703 return 0;
3704
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 { 3706 {
3668 tmp->destroy (); 3707 tmp->destroy ();
3669 tmp = NULL; 3708 tmp = NULL;
3670 } 3709 }
3673 3712
3674 tmp->x = op->x; 3713 tmp->x = op->x;
3675 tmp->y = op->y; 3714 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID); 3715 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0); 3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp); 3717 identify (tmp);
3680 break; 3718 break;
3681 3719
3682 case TREASURE: 3720 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3722 return 0;
3685 3723
3686 while ((op->stats.hp--) > 0) 3724 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3725 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3726 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3727
3690 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects. 3731 * that is put inside other objects.
3694 */ 3732 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 {
3697 tmp2 = tmp->below;
3698 tmp->remove ();
3699
3700 if (op->env) 3733 if (op->env)
3701 insert_ob_in_ob (tmp, op->env); 3734 while (op->inv)
3702 else 3735 op->env->insert (op->inv);
3703 tmp->destroy ();
3704 }
3705 3736
3706 op->destroy (); 3737 op->destroy ();
3707 break; 3738 break;
3708 } 3739 }
3709 return tmp ? 1 : 0;
3710}
3711 3740
3741 return !!tmp;
3742}
3743
3712/** 3744/**
3713 * fix_auto_apply goes through the entire map (only the first time 3745 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3747 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3748 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3749 */
3718void 3750void
3719fix_auto_apply (maptile *m) 3751maptile::fix_auto_apply ()
3720{ 3752{
3721 object *tmp, *above = NULL; 3753 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3754 return;
3726 3755
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3756 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3757 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3758 {
3731 above = tmp->above; 3759 object *above = tmp->above;
3732 3760
3733 if (tmp->inv) 3761 if (tmp->inv)
3734 { 3762 {
3735 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3736 3764
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3766 {
3739 invnext = invtmp->below; 3767 invnext = invtmp->below;
3740 3768
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3770 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3772 {
3745 while ((invtmp->stats.hp--) > 0) 3773 while (invtmp->stats.hp-- > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3775
3776 invtmp->randomitems = NULL;
3777 }
3778 else if (invtmp && invtmp->arch
3779 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3780 {
3781 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3782 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3783 * treasure again for this object
3756 */ 3784 */
3757 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3758 } 3786 }
3759 } 3787 }
3760 /* This is really temporary - the code at the bottom will 3788 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3789 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3790 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3791 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3792 * MSW 2004-05-13
3765 * 3793 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3794 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3795 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3796 * Ryo 2004-08-16
3769 */ 3797 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3800 tmp->randomitems = NULL;
3801
3783 } 3802 }
3803
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3807 {
3808 while ((tmp->stats.hp--) > 0)
3809 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3810 tmp->randomitems = NULL;
3811 }
3784 else if (tmp->type == TIMED_GATE) 3812 else if (tmp->type == TIMED_GATE)
3785 { 3813 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3814 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3815
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3816 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3817 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3818 }
3794 /* This function can be called everytime a map is loaded, even when 3819 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure 3820 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out 3821 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything. 3822 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters 3823 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3824 * which say how many times to make the treasure.
3800 */ 3825 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3826 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3827 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3828 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3829 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3830 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3831 tmp->randomitems = NULL;
3807 } 3832 }
3833
3834 // close all containers
3835 else if (tmp->type == CONTAINER)
3836 tmp->flag [FLAG_APPLIED] = 0;
3837
3838 tmp = above;
3808 } 3839 }
3809 3840
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3841 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3844 check_trigger (tmp, tmp->above);
3815} 3845}
3816 3846
3817/** 3847/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3848 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3849 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3850 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3851 * the food changes, just grab a force and use that instead.
3822 */ 3852 */
3823
3824void 3853void
3825eat_special_food (object *who, object *food) 3854eat_special_food (object *who, object *food)
3826{ 3855{
3827 object *force; 3856 object *force;
3828 int i, did_one = 0; 3857 int i, did_one = 0;
3829 sint8 k;
3830 3858
3831 force = get_archetype (FORCE_NAME); 3859 force = get_archetype (FORCE_NAME);
3832 3860
3833 for (i = 0; i < NUM_STATS; i++) 3861 for (i = 0; i < NUM_STATS; i++)
3834 { 3862 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3863 {
3838 set_attr_value (&force->stats, i, k); 3864 force->stats.stat (i) = k;
3839 did_one = 1; 3865 did_one = 1;
3840 } 3866 }
3841 }
3842 3867
3843 /* check if we can protect the eater */ 3868 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3869 for (i = 0; i < NROFATTACKS; i++)
3845 { 3870 {
3846 if (food->resist[i] > 0) 3871 if (food->resist[i] > 0)
3847 { 3872 {
3848 force->resist[i] = food->resist[i] / 2; 3873 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3874 did_one = 1;
3850 } 3875 }
3851 } 3876 }
3877
3852 if (did_one) 3878 if (did_one)
3853 { 3879 {
3854 force->speed = 0.1; 3880 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3881 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3882 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3883 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3884 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3885 insert_ob_in_ob (force, who);
3862 } 3886 }
3863 else 3887 else
3866 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3891 if (food->stats.hp != 0)
3868 { 3892 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3894 {
3871 strcpy (who->contr->killer, food->name); 3895 who->contr->killer = food;
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3874 } 3898 }
3875 else 3899 else
3876 { 3900 {
3877 if (food->stats.hp > 0) 3901 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3879 else 3903 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3881 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3882 } 3907 }
3883 } 3908 }
3909
3884 if (food->stats.sp != 0) 3910 if (food->stats.sp != 0)
3885 { 3911 {
3886 if (QUERY_FLAG (food, FLAG_CURSED)) 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 3913 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3914 who->failmsg ("You are drained of mana!");
3889 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0) 3916 if (who->stats.sp < 0)
3891 who->stats.sp = 0; 3917 who->stats.sp = 0;
3892 } 3918 }
3893 else 3919 else
3894 { 3920 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3921 who->statusmsg ("You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3898 } 3924 }
3899 } 3925 }
3900 fix_player (who);
3901}
3902 3926
3903 3927 who->update_stats ();
3904/**
3905 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t.
3908 */
3909
3910void
3911apply_lighter (object *who, object *lighter)
3912{
3913 object *item;
3914 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916
3917 item = find_marked_object (who);
3918 if (item)
3919 {
3920 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1)
3925 {
3926 object *oneLighter = object::create ();
3927
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1;
3930 oneLighter->nrof = 1;
3931 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who);
3934 esrv_send_item (who, oneLighter);
3935 }
3936 else
3937 lighter->stats.food--;
3938 }
3939 else if (lighter->last_eat)
3940 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return;
3943 }
3944 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple
3946 * objects at once.
3947 */
3948 /* If the item is destroyed, we don't have a valid pointer to the
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item))
3954 is_player_env = 1;
3955
3956 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ())
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3963 /* Need to update the player so that the players glow radius
3964 * gets changed.
3965 */
3966 if (is_player_env)
3967 fix_player (who);
3968 }
3969 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 }
3972 else /* nothing to light */
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3974
3975} 3928}
3929
3976 3930
3977/** 3931/**
3978 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3980 */ 3934 */
3986 3940
3987 if (failure <= -1 && failure > -15) 3941 if (failure <= -1 && failure > -15)
3988 { /* wonder */ 3942 { /* wonder */
3989 object *tmp; 3943 object *tmp;
3990 3944
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3945 op->failmsg ("Your spell warps!");
3992 tmp = get_archetype (SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy (); 3948 tmp->destroy ();
3995 } 3949 }
3996 else if (failure <= -15 && failure > -35) 3950 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */ 3951 { /* drain mana */
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3952 op->failmsg ("Your mana is drained!");
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000 if (op->stats.sp < 0) 3954 if (op->stats.sp < 0)
4001 op->stats.sp = 0; 3955 op->stats.sp = 0;
4002 } 3956 }
4003 else if (settings.spell_failure_effects == TRUE) 3957 else if (settings.spell_failure_effects == TRUE)
4004 { 3958 {
4005 if (failure <= -35 && failure > -60) 3959 if (failure <= -35 && failure > -60)
4006 { /* confusion */ 3960 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3961 op->failmsg ("The magic recoils on you!");
4008 confuse_player (op, op, power); 3962 confuse_player (op, op, power);
4009 } 3963 }
4010 else if (failure <= -60 && failure > -70) 3964 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */ 3965 { /* paralysis */
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
4013 paralyze_player (op, op, power); 3967 paralyze_player (op, op, power);
4014 } 3968 }
4015 else if (failure <= -70 && failure > -80) 3969 else if (failure <= -70 && failure > -80)
4016 { /* blind */ 3970 { /* blind */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3971 op->failmsg ("The magic recoils on you!");
4018 blind_player (op, op, power); 3972 blind_player (op, op, power);
4019 } 3973 }
4020 else if (failure <= -80) 3974 else if (failure <= -80)
4021 { /* blast the immediate area */ 3975 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3977 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
4027 tmp->destroy (); 3979 tmp->destroy ();
4028 } 3980 }
4029 } 3981 }
4030} 3982}
4031 3983
4051 */ 4003 */
4052 int i, j; 4004 int i, j;
4053 4005
4054 for (i = 0; i < NUM_STATS; i++) 4006 for (i = 0; i < NUM_STATS; i++)
4055 { 4007 {
4056 sint8 stat = get_attr_value (stats, i); 4008 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4009 sint8 stat = stats->stat (i) + ns->stat (i);
4058 4010
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 4011 if (stat > 20 + race_bonus)
4061 { 4012 {
4062 excess_stat++; 4013 excess_stat++;
4063 stat = 20 + race_bonus; 4014 stat = 20 + race_bonus;
4064 } 4015 }
4065 set_attr_value (stats, i, stat); 4016
4017 stats->stat (i) = stat;
4066 } 4018 }
4067 4019
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 4020 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 4021 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 4022 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 4023
4074 if (i == CHA) 4024 if (i == CHA)
4075 continue; /* exclude cha from this */ 4025 continue; /* exclude cha from this */
4026
4027 int stat = stats->stat (i);
4028 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 4029 if (stat < 20 + race_bonus)
4077 { 4030 {
4078 change_attr_value (stats, i, 1); 4031 change_attr_value (stats, i, 1);
4079 excess_stat--; 4032 excess_stat--;
4080 } 4033 }
4081 } 4034 }
4082 4035
4083 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 4037 * the player ref: player.c
4085 */ 4038 */
4086 if (change->randomitems != NULL) 4039 if (change->randomitems)
4087 give_initial_items (pl, change->randomitems); 4040 give_initial_items (pl, change->randomitems);
4088
4089 4041
4090 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
4091 4043
4092 /* first, look for the force object banning 4044 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
4094 */ 4046 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
4097 flag_change_face = 0; 4049 flag_change_face = 0;
4098 4050
4099 if (flag_change_face) 4051 if (flag_change_face)
4100 { 4052 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face; 4053 pl->face = change->face;
4103 4054 pl->animation_id = change->animation_id;
4104 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
4108 } 4056 }
4109 4057
4110 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112 if (!strcmp (change->name, "monk")) 4060 if (change->name == shstr_monk)
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 4062
4115 break; 4063 break;
4116 } 4064 }
4117 } 4065 }
4138 char got[MAX_BUF]; 4086 char got[MAX_BUF];
4139 int len; 4087 int len;
4140 4088
4141 if (!pl || !transformer) 4089 if (!pl || !transformer)
4142 return; 4090 return;
4091
4143 marked = find_marked_object (pl); 4092 marked = find_marked_object (pl);
4093
4144 if (!marked) 4094 if (!marked)
4145 { 4095 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4147 return; 4097 return;
4148 } 4098 }
4099
4149 if (!marked->slaying) 4100 if (!marked->slaying)
4150 { 4101 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4152 return; 4103 return;
4153 } 4104 }
4105
4154 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 4109 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4159 return; 4111 return;
4160 } 4112 }
4113
4161 find += strlen (transformer->arch->name) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 4115 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 4116 if (isdigit (*(find)))
4164 { 4117 {
4165 yield = atoi (find); 4118 yield = atoi (find);
4166 if (yield < 1) 4119 if (yield < 1)
4172 else 4125 else
4173 yield = 1; 4126 yield = 1;
4174 4127
4175 while (isdigit (*find)) 4128 while (isdigit (*find))
4176 find++; 4129 find++;
4130
4177 while (*find == ' ') 4131 while (*find == ' ')
4178 find++; 4132 find++;
4133
4179 memset (got, 0, MAX_BUF); 4134 memset (got, 0, MAX_BUF);
4135
4180 if ((separator = strchr (find, ';')) != NULL) 4136 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find; 4137 len = separator - find;
4183 }
4184 else 4138 else
4185 {
4186 len = strlen (find); 4139 len = strlen (find);
4187 } 4140
4188 if (len > MAX_BUF - 1) 4141 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1; 4142 len = MAX_BUF - 1;
4143
4190 strcpy (got, find); 4144 strcpy (got, find);
4191 got[len] = '\0'; 4145 got[len] = '\0';
4192 4146
4193 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 4148 new_item = get_archetype (got);
4195 if (!new_item) 4149 if (!new_item)
4196 { 4150 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4198 return; 4152 return;
4199 } 4153 }
4200 4154
4201 new_item->nrof = yield; 4155 new_item->nrof = yield;
4156
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4203 insert_ob_in_ob (new_item, pl); 4158
4204 esrv_send_inventory (pl, pl); 4159 pl->insert (new_item);
4205 /* Eat up one item */ 4160 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 4161 marked->decrease ();
4162
4207 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 4164 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 4165 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 4166 transformer->decrease ();
4211} 4167}
4168

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines