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 1.22 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: apply.C,v 1.22 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
24
25#include <cmath>
29 26
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <tod.h> 31#include <tod.h>
35 32
36#ifndef __CEXTRACT__
37# include <sproto.h> 33#include <sproto.h>
38#endif
39 34
40/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
41#include <sounds.h> 36#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 37
46/** 38/**
47 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
48 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
49 */ 41 */
62 * subtype 5: arch or race 54 * subtype 5: arch or race
63 * subtype 7: all three 55 * subtype 7: all three
64 */ 56 */
65 if (op->subtype) 57 if (op->subtype)
66 { 58 {
67 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
68 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
69 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
70 } 62 }
71 else 63 else
72 { 64 {
73 arch_flag = 1; 65 arch_flag = 1;
74 name_flag = 1; 66 name_flag = 1;
75 race_flag = 1; 67 race_flag = 1;
76 } 68 }
69
77 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
78 * name or race that matches. 71 * name or race that matches.
79 */ 72 */
80 if ((op->race) && 73 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 77 return 1;
86 } 78
87 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 80 * of arch, name, or race match.
89 */ 81 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 85 return 1;
95 } 86
96 return 0; 87 return 0;
97} 88}
98 89
99/** 90/**
100 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
102 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
103 */ 94 */
104static int 95static int
105apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
106{ 97{
107 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
108 int success = 0;
109 99
110 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
111 return 0; 101 return 0;
112 102
113 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
114 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
115 */ 105 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
117 return 0; 107 return 0;
118 108
119 marked = find_marked_object (pl);
120 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
121 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
122 */ 111 */
112 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 114 {
125 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
126 { 116 {
127 identify (marked); 117 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
129 if (marked->msg) 120 if (marked->msg)
130 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
133 } 124 }
134 return money == NULL;
135 } 125 }
136 }
137 126
138 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
139 { 128 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 130 {
142 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
143 { 132 {
144 identify (id); 133 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
146 if (id->msg) 136 if (id->msg)
147 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
154 break; 141 break;
155 } 142 }
156 else 143 else
157 { 144 {
158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
159 break; 146 break;
160 } 147 }
161 } 148 }
162 } 149 }
163 if (!success) 150
164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
165 return money == NULL; 156 return !money;
166} 157}
167 158
168/** 159/**
169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
170 * matching item. 161 * matching item.
171 **/ 162 **/
172static void 163void
173handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
174{ 165{
175 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
176 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195} 168}
196 169
197/** 170/**
198 * Handles applying a potion. 171 * Handles applying a potion.
199 */ 172 */
201apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
202{ 175{
203 int got_one = 0, i; 176 int got_one = 0, i;
204 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
205 178
206 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
207 180
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 182 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 186 return 0;
214 } 187 }
215 188
216 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 191 identify (tmp);
220 }
221 192
222 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
223 194
224 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 198 object *depl;
228 archetype *at; 199 archetype *at;
229 200
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 202 {
232 drain_stat (op); 203 op->drain_stat ();
233 fix_player (op); 204 op->update_stats ();
234 decrease_ob (tmp); 205 tmp->decrease ();
235 return 1; 206 return 1;
236 } 207 }
208
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
238 { 210 {
239 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 212 return 0;
241 } 213 }
214
242 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
243 if (depl != NULL) 217 if (depl)
244 { 218 {
245 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
247 { 221 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
249 } 223 depl->destroy ();
250 remove_ob (depl); 224 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 225 }
254 else 226 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
256 228
257 decrease_ob (tmp); 229 tmp->decrease ();
258 return 1; 230 return 1;
259 } 231 }
260 232
261 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 235 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
266 { 237 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 239 {
269 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
270 { 241 {
271 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
272 break; 243 break;
273 } 244 }
245
274 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
275 { 247 {
276 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
277 break; 249 break;
278 } 250 }
251
279 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
280 { 253 {
281 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
282 break; 255 break;
283 } 256 }
287 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
288 { 261 {
289 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
290 break; 263 break;
291 } 264 }
265
292 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
293 { 267 {
294 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
295 break; 269 break;
296 } 270 }
271
297 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
298 { 273 {
299 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
300 break; 275 break;
301 } 276 }
302 } 277 }
303 } 278 }
279
304 /* Just makes checking easier */ 280 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 281 if (i < MIN (11, op->level))
306 got_one = 1; 282 got_one = 1;
283
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 285 {
309 if (got_one) 286 if (got_one)
310 { 287 {
311 fix_player (op); 288 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
315 } 292 }
316 else 293 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
318 } 295 }
319 else 296 else
320 { /* cursed potion */ 297 { /* cursed potion */
321 if (got_one) 298 if (got_one)
322 { 299 {
323 fix_player (op); 300 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
325 } 302 }
326 else 303 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
328 } 305 }
306
329 decrease_ob (tmp); 307 tmp->decrease ();
330 return 1; 308 return 1;
331 } 309 }
332 310
333 311
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
338 */ 316 */
339 if (tmp->inv) 317 if (tmp->inv)
340 { 318 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 320 {
343 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
344 322 create_exploding_ball_at (op, op->level);
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
346 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x;
351 fball->y = op->y;
352 insert_ob_in_map (fball, op->map, NULL, 0);
353 } 323 }
354 else 324 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 326
357 decrease_ob (tmp); 327 tmp->decrease ();
328
358 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 331 op->update_stats ();
332
361 return 1; 333 return 1;
362 } 334 }
363 335
364 /* Deal with protection potions */ 336 /* Deal with protection potions */
365 force = NULL; 337 force = NULL;
367 { 339 {
368 if (tmp->resist[i]) 340 if (tmp->resist[i])
369 { 341 {
370 if (!force) 342 if (!force)
371 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
375 } 348 }
376 } 349 }
350
377 /* This is a protection potion */ 351 /* This is a protection potion */
378 if (force) 352 if (force)
379 { 353 {
380 /* cursed items last longer */ 354 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 357 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 361 }
362
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
404 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
406 } 384 }
407 385
408 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 389 * up all the stats.
412 */ 390 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 392 op->update_stats ();
415 decrease_ob (tmp); 393 tmp->decrease ();
416 return 1; 394 return 1;
417} 395}
418 396
419/**************************************************************************** 397/****************************************************************************
420 * Weapon improvement code follows 398 * Weapon improvement code follows
421 ****************************************************************************/ 399 ****************************************************************************/
422 400
423/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
424 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
425 */ 419 */
426static int 420static int
427check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
428{ 422{
429 int count = 0; 423 int count = 0;
430 424
431 425 if (!item)
432 if (item == NULL)
433 return 0; 426 return 0;
434 op = op->below; 427
435 while (op != NULL) 428 for (op = op->below; op; op = op->below)
436 { 429 if (op->arch->archname == item)
437 if (strcmp (op->arch->name, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 432 count += op->number_of ();
446 } 433
447 }
448 op = op->below;
449 }
450 return count; 434 return count;
451} 435}
452 436
453/** 437/**
454 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only 439 * op is typically the player, which is only
456 * really used to determine what space to look at. 440 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
458 */ 442 */
459static void 443static void
460eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 445{
462 object *prev; 446 object *prev;
463 447
464 prev = op; 448 prev = op;
465 op = op->below; 449 op = op->below;
466 450
467 while (op != NULL) 451 while (op)
468 { 452 {
469 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
470 { 454 {
471 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
472 { 456 {
473 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
474 return; 458 return;
475 } 459 }
476 else 460 else
477 { 461 {
478 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
479 nrof -= op->nrof; 463 nrof -= op->nrof;
480 } 464 }
465
481 op = prev; 466 op = prev;
482 } 467 }
468
483 prev = op; 469 prev = op;
484 op = op->below; 470 op = op->below;
485 } 471 }
486} 472}
487 473
488/** 474/**
489 * This checks to see of the player (who) is sufficient level to use a weapon
490 * with improvs improvements (typically last_eat). We take an int here
491 * instead of the object so that the improvement code can pass along the
492 * increased value to see if the object is usuable.
493 * we return 1 (true) if the player can use the weapon.
494 */
495static int
496check_weapon_power (const object *who, int improvs)
497{
498
499/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level.
502 */
503#if 1
504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
507 return 0;
508
509#else
510 int level = 0;
511
512 /* The skill system hands out wc and dam bonuses to fighters
513 * more generously than the old system (see fix_player). Thus
514 * we need to curtail the power of player enchanted weapons.
515 * I changed this to 1 improvement per "fighter" level/5 -b.t.
516 * Note: Nothing should break by allowing this ratio to be different or
517 * using normal level - it is just a matter of play balance.
518 */
519 if (who->type == PLAYER)
520 {
521 object *wc_obj = NULL;
522
523 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
525 level = wc_obj->level;
526
527 if (!level)
528 {
529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
534 level = who->level;
535
536 return (improvs <= ((level / 5) + 5));
537#endif
538}
539
540/**
541 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
542 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
543 */ 477 */
544static int 478static int
545check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
546{ 480{
547 int count = 0; 481 int count = 0;
548 482
549 if (improver->slaying != NULL) 483 if (improver->slaying)
550 { 484 {
551 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
552 if (count < 1) 486 if (count < 1)
553 { 487 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 489 return 0;
559 } 490 }
560 } 491 }
561 else 492 else
562 count = 1; 493 count = 1;
565} 496}
566 497
567/** 498/**
568 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
569 */ 500 */
570int 501static int
571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 503{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 504 stat += sacrifice_count;
576 weapon->last_eat++; 505 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
578 decrease_ob (improver);
579 507
580 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
581 fix_player (op); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
582 return 1; 517 return 1;
583} 518}
584 519
585/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 525#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 527#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 530#define IMPROVE_INT 10
596#define IMPROVE_POW 11 531#define IMPROVE_POW 11
597
598 532
599/** 533/**
600 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
602 */ 536 */
603
604int 537int
605prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
606{ 539{
607 int sacrifice_count, i; 540 int sacrifice_count, i;
608 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
609 542
610 if (weapon->level != 0) 543 if (weapon->level != 0)
611 { 544 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
613 return 0; 546 return 0;
614 } 547 }
548
615 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 550 if (weapon->resist[i])
617 break; 551 break;
618 552
619 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
626 { 560 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
628 return 0; 564 return 0;
629 } 565 }
566
630 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
632 return 0; 569 return 0;
570
633 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
636 573
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
638 579
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 583 slot at once! */
643 decrease_ob (improver); 584 improver->decrease ();
644 weapon->last_eat = 0; 585 weapon->last_eat = 0;
645 return 1; 586 return 1;
646} 587}
647
648 588
649/** 589/**
650 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
651 * This is the new improve weapon code. 591 * This is the new improve weapon code.
652 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
661improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
662{ 602{
663 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
664 604
665 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
668 } 607
669 if (weapon->level == 0) 608 if (weapon->level == 0)
670 { 609 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
672 return 0; 613 return 0;
673 } 614 }
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
675 { 618 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 620 return 0;
678 } 621 }
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
680 { 625 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 627 "powerful for you to use. Unready it if you "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
684 return 0; 629 return 0;
685 } 630 }
631
686 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the 634 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved. 635 * weapon can be improved.
690 */ 636 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 638 {
693 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
696 weapon->last_eat++; 642 weapon->last_eat++;
697 643
698 weapon->item_power++; 644 weapon->item_power++;
699 decrease_ob (improver); 645 improver->decrease ();
700 return 1; 646 return 1;
701 } 647 }
648
702 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 650 {
704 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 653 if (weapon->weight < 1)
707 weapon->weight = 1; 654 weapon->weight = 1;
655
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
709 weapon->last_eat++; 657 weapon->last_eat++;
710 weapon->item_power++; 658 weapon->item_power++;
711 decrease_ob (improver); 659 improver->decrease ();
712 return 1; 660 return 1;
713 } 661 }
662
714 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 664 {
716 weapon->magic++; 665 weapon->magic++;
717 weapon->last_eat++; 666 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
719 decrease_ob (improver); 668 improver->decrease ();
720 weapon->item_power++; 669 weapon->item_power++;
721 return 1; 670 return 1;
722 } 671 }
723 672
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
729 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
730 679
731 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
733 { 682 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
735 return 0; 684 return 0;
736 } 685 }
686
737 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 688 weapon->item_power++;
739 689
740 switch (improver->stats.sp) 690 switch (improver->stats.sp)
741 { 691 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
756 default: 699 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
758 } 701 }
702
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 704 return 0;
761} 705}
762 706
763/** 707/**
770{ 714{
771 object *otmp; 715 object *otmp;
772 716
773 if (op->type != PLAYER) 717 if (op->type != PLAYER)
774 return 0; 718 return 0;
719
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 { 721 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 723 return 0;
779 } 724 }
725
780 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
781 if (!otmp) 728 if (!otmp)
782 { 729 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
784 return 0; 731 return 0;
785 } 732 }
733
786 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 735 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
789 return 0; 737 return 0;
790 } 738 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
792 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
794 return 1; 744 return 1;
795} 745}
796 746
821{ 771{
822 object *tmp; 772 object *tmp;
823 773
824 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
825 { 775 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
827 return 0; 777 return 0;
828 } 778 }
779
829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
830 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
831 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
832 * of gnarg and what not?) 783 * of gnarg and what not?)
833 */ 784 */
834 if (armour->title) 785 if (armour->title)
835 { 786 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 788 return 0;
838 } 789 }
839 790
840 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
842 */ 793 */
843 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847 795
848 armour->magic++; 796 armour->magic++;
849 797
850 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
851 { 799 {
856 { 804 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 806 pow++;
859 } 807 }
860 808
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 810 }
863 else 811 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 813
866 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
867 { 815 {
868 int base = 100; 816 int base = 100;
869 int pow = 0; 817 int pow = 0;
872 { 820 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 822 pow++;
875 } 823 }
876 824
877 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
878 } 826 }
879 else 827 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 829
882 if (armour->weight <= 0) 830 if (armour->weight <= 0)
883 { 831 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 833 armour->weight = 1;
886 } 834 }
887 835
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 837
890 if (op->type == PLAYER) 838 if (op->type == PLAYER)
891 { 839 {
892 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 843 op->update_stats ();
895 } 844 }
896 decrease_ob (improver); 845
846 improver->decrease ();
847
897 if (tmp) 848 if (tmp)
898 { 849 op->insert (tmp);
899 insert_ob_in_ob (tmp, op); 850
900 esrv_send_item (op, tmp);
901 }
902 return 1; 851 return 1;
903} 852}
904
905 853
906/* 854/*
907 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
908 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
909 */ 857 *
910#define CONV_FROM(xyz) xyz->slaying
911#define CONV_TO(xyz) xyz->other_arch
912#define CONV_NR(xyz) xyz->stats.sp
913#define CONV_NEED(xyz) xyz->stats.food
914
915/* Takes one items and makes another. 858 * Takes one type of items and makes another.
916 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
917 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
918 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
919 */ 862 */
920int 863int
921convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
922{ 865{
923 int nr = 0;
924 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
925 875
926 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
927 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
928 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
929 */ 879 */
930 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
931 { 881 {
932 int cost;
933
934 if (item->type != MONEY) 882 if (item->type != MONEY)
935 return 0; 883 return 0;
936 884
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
938 if (!nr) 886 if (!nr)
939 return 0; 887 return 0;
940 cost = nr * CONV_NEED (converter) / item->value; 888
941 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
942 if (nr * CONV_NEED (converter) % item->value) 890
943 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
944 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
945 894
946 price_in = cost * item->value; 895 price_in = cost * item->value;
947 } 896 }
948 else 897 else
949 { 898 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
952 return 0; 902 return 0;
953 903
954 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
955 { 907 {
956 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
958 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
959 } 911 }
960 else 912 else
961 { 913 {
962 price_in = item->value; 914 price_in = item->value;
963 remove_ob (item); 915 item->destroy ();
964 free_object (item);
965 } 916 }
966 } 917 }
967 918
968 if (converter->inv != NULL) 919 if (converter->inv)
969 { 920 {
970 object *ob; 921 object *ob;
971 int i; 922 int i;
972 object *ob_to_copy; 923 object *ob_to_copy;
973 924
974 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 929 ob_to_copy = ob;
981 } 930
982 } 931 item = ob_to_copy->deep_clone ();
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 934 }
987 else 935 else
988 { 936 {
989 if (converter->other_arch == NULL) 937 if (!conv_to)
990 { 938 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 941 return -1;
994 } 942 }
995 943
996 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 946 }
999 947
1000 if (CONV_NR (converter)) 948 if (give)
1001 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
1002 if (nr) 951 if (nr)
1003 item->nrof *= nr; 952 item->nrof *= nr;
1004 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
1005 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1006 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 966 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010
1011 /** 969 /**
1012 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1014 */ 972 */
1015 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1; 981 return 1;
1018} 982}
1019 983
1020/** 984/**
1021 * Handle apply on containers. 985 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
1025 */ 989 */
1026
1027int 990int
1028apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
1029{ 992{
1030 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 994 return 0; /* This might change */
1035 995
1036 if (sack == NULL || sack->type != CONTAINER) 996 if (!sack || sack->type != CONTAINER)
1037 { 997 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 999 return 0;
1040 } 1000 }
1041 op->contr->last_used = NULL; 1001
1042 op->contr->last_used_id = 0; 1002 op->contr->last_used = 0;
1043 1003
1044 if (sack->env != op) 1004 if (sack->env && sack->env != op)
1005 {
1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1007 return 1;
1045 { 1008 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1009
1010 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED])
1012 {
1013 if (op->container == sack)
1047 { 1014 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1015 // open on ground or inv, so close
1016 op->close_container ();
1049 return 1; 1017 return 1;
1050 } 1018 }
1051 /* It's on the ground, the problems begin */ 1019 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1020 {
1066 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1023 return 1;
1067 { 1024 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1025
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1026 // fall through to opening it (active in inv)
1097 { 1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1031 op->close_container ();
1099 { 1032 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1033 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1035 return 1;
1103 apply_container (op, tmp); 1036 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1037
1105 op->container = sack; 1038 // it's locked?
1106 strcat (buf, query_name (sack)); 1039 if (sack->slaying)
1107 strcat (buf, "."); 1040 {
1108 } 1041 if (object *tmp = find_key (op, op, sack))
1109 else 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1043 else
1117 { 1044 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1046 return 1;
1154 } 1047 }
1155 }
1156 } 1048 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049
1158 if (op->contr) 1050 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1051
1160 return 1; 1052 return 1;
1161} 1053}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1054
1288/** 1055/**
1289 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1291 */ 1058 */
1294{ 1061{
1295 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1296 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1297 return 0; 1064 return 0;
1298 1065
1299 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1300 { 1067 {
1301 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1302 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1303 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1304 */ 1071 */
1305 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1306 { 1073 {
1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1077 * old maps.
1311 */ 1078 */
1312 1079
1313/* push_button (altar);*/ 1080/* push_button (altar);*/
1314 } 1081 }
1315 else 1082 else
1316 { 1083 {
1317 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1318 push_button (altar); 1085 push_button (altar, originator);
1319 } 1086 }
1087
1320 return sacrifice == NULL; 1088 return !sacrifice;
1321 } 1089 }
1322 else 1090 else
1323 {
1324 return 0; 1091 return 0;
1325 }
1326} 1092}
1327
1328 1093
1329/** 1094/**
1330 * Handles 'movement' of shop mats. 1095 * Handles 'movement' of shop mats.
1331 * Returns 1 if 'op' was destroyed, 0 if not. 1096 * Returns 1 if 'op' was destroyed, 0 if not.
1332 * Largely re-written to not use nearly as many gotos, plus 1097 * Largely re-written to not use nearly as many gotos, plus
1340 double opinion; 1105 double opinion;
1341 object *tmp, *next; 1106 object *tmp, *next;
1342 1107
1343 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1344 1109
1345 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1346 { 1122 {
1347 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1348 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1349 * the shop. 1125 * the shop.
1350 */ 1126 */
1351 for (tmp = op->inv; tmp; tmp = next) 1127 for (tmp = op->inv; tmp; tmp = next)
1352 { 1128 {
1353 next = tmp->below; 1129 next = tmp->below;
1130
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1132 {
1356 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1357 1134
1358 remove_ob (tmp);
1359 if (i == -1) 1135 if (i >= 0)
1360 i = 0; 1136 tmp->move (i);
1361 tmp->map = op->map;
1362 tmp->x = op->x + freearr_x[i];
1363 tmp->y = op->y + freearr_y[i];
1364 insert_ob_in_map (tmp, op->map, op, 0);
1365 } 1137 }
1366 } 1138 }
1367 1139
1368 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1369 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1372 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1373 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1374 */ 1146 */
1375 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1376 { 1148 {
1377
1378 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1379 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1380 1151
1381 if (i != -1) 1152 if (i != -1)
1382 {
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384 } 1154
1385 return 0; 1155 return 0;
1386 } 1156 }
1157
1387 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1389 */ 1160 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1162 }
1392 /* immediate block below is only used for players */ 1163 else if (can_pay (op) && get_payment (op))
1393 else if (can_pay (op))
1394 { 1164 {
1395 get_payment (op, op->inv); 1165 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1397 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1398 if (shop_mat->msg) 1175 if (shop_mat->msg)
1399 { 1176 op->statusmsg (shop_mat->msg);
1400 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1401 }
1402 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1403 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1404 * actually the shop floor. 1179 * actually the shop floor.
1405 */ 1180 */
1406 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1407 { 1182 {
1408 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1409 if (opinion > 0.9) 1184
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 op->statusmsg (
1411 else if (opinion > 0.75) 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1413 else if (opinion > 0.5) 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1189 : "The shopkeeper glares at you with contempt."
1415 else 1190 );
1416 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1417 } 1191 }
1418 } 1192 }
1419 else 1193 else
1420 { 1194 {
1421 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1422 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1423 * they are not on the mat anymore 1197 * they are not on the mat anymore
1424 */ 1198 */
1425
1426 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1427 1200
1428 if (i == -1) 1201 if (i == -1)
1429 {
1430 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1431 }
1432 else 1203 else
1433 { 1204 {
1434 remove_ob (op); 1205 op->remove ();
1435 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1436 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1437 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1438 } 1209 }
1439 } 1210 }
1211
1440 CLEAR_FLAG (op, FLAG_NO_APPLY); 1212 CLEAR_FLAG (op, FLAG_NO_APPLY);
1441 return rv; 1213 return rv;
1442} 1214}
1443 1215
1444/** 1216/**
1445 * Handles applying a sign. 1217 * Handles applying a sign.
1446 */ 1218 */
1447static void 1219static void
1448apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1449{ 1221{
1450 readable_message_type *msgType; 1222 if (!op->is_player())
1451 char newbuf[HUGE_BUF]; 1223 return;
1452 1224
1453 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1454 { 1226 {
1455 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1456 return; 1228 return;
1457 } 1229 }
1458 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1459 if (sign->stats.food) 1240 if (sign->stats.food)
1460 { 1241 {
1461 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1462 { 1243 {
1463 if (!sign->move_on) 1244 if (!sign->move_on)
1464 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1465 return; 1247 return;
1466 } 1248 }
1467 1249
1468 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1469 sign->last_eat++; 1251 sign->last_eat++;
1474 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1475 * to us). 1257 * to us).
1476 */ 1258 */
1477 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1478 { 1260 {
1479 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1480 return; 1262 return;
1481 } 1263 }
1482 msgType = get_readable_message_type (sign); 1264
1483 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1484 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1485} 1307}
1486 1308
1487/** 1309/**
1488 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1489 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1512 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1513 */ 1335 */
1514 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1515 { 1337 {
1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1518 return; 1340 return;
1519 } 1341 }
1342
1520 recursion_depth++; 1343 recursion_depth++;
1521 if (trap->head) 1344 if (trap->head)
1522 trap = trap->head; 1345 trap = trap->head;
1523 1346
1524 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1525 goto leave;
1526
1527 switch (trap->type) 1348 switch (trap->type)
1528 { 1349 {
1529 case PLAYERMOVER: 1350 case PLAYERMOVER:
1530 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1531 { 1352 {
1532 if (!trap->stats.maxsp) 1353 if (!trap->stats.maxsp)
1533 trap->stats.maxsp = 2; 1354 trap->stats.maxsp = 2;
1539 1360
1540 /* Just put in some sanity check. I think there is a bug in the 1361 /* Just put in some sanity check. I think there is a bug in the
1541 * above with some objects have zero speed, and thus the player 1362 * above with some objects have zero speed, and thus the player
1542 * getting permanently paralyzed. 1363 * getting permanently paralyzed.
1543 */ 1364 */
1544 if (victim->speed_left < -50.0) 1365 if (victim->speed_left < -50.f)
1545 victim->speed_left = -50.0; 1366 victim->speed_left = -50.f;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1547 } 1368 }
1548 goto leave; 1369 break;
1549 1370
1550 case SPINNER: 1371 case SPINNER:
1551 if (victim->direction) 1372 if (victim->direction)
1552 { 1373 {
1553 victim->direction = absdir (victim->direction - trap->stats.sp); 1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1554 update_turn_face (victim); 1375 update_turn_face (victim);
1555 } 1376 }
1556 goto leave; 1377 break;
1557 1378
1558 case DIRECTOR: 1379 case DIRECTOR:
1559 if (victim->direction && !should_director_abort (trap, victim)) 1380 if (victim->direction && !should_director_abort (trap, victim))
1560 { 1381 {
1561 victim->direction = trap->stats.sp; 1382 victim->direction = trap->stats.sp;
1562 update_turn_face (victim); 1383 update_turn_face (victim);
1563 } 1384 }
1564 goto leave; 1385 break;
1565 1386
1566 case BUTTON: 1387 case BUTTON:
1567 case PEDESTAL: 1388 case PEDESTAL:
1568 update_button (trap); 1389 update_button (trap, originator);
1569 goto leave; 1390 break;
1570 1391
1571 case ALTAR: 1392 case ALTAR:
1572 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1574 goto leave; 1395 break;
1575 1396
1576 case THROWN_OBJ: 1397 case THROWN_OBJ:
1577 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1578 goto leave; 1399 break;
1579 /* fallthrough */ 1400 /* fallthrough */
1580 1401
1581 case ARROW: 1402 case ARROW:
1582
1583 /* bad bug: monster throw a object, make a step forwards, step on object , 1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1584 * trigger this here and get hit by own missile - and will be own enemy. 1404 * trigger this here and get hit by own missile - and will be own enemy.
1585 * Victim then is his own enemy and will start to kill herself (this is 1405 * Victim then is his own enemy and will start to kill herself (this is
1586 * removed) but we have not synced victim and his missile. To avoid senseless 1406 * removed) but we have not synced victim and his missile. To avoid senseless
1587 * action, we avoid hits here 1407 * action, we avoid hits here
1588 */ 1408 */
1589 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1590 hit_with_arrow (trap, victim); 1410 hit_with_arrow (trap, victim);
1591 goto leave; 1411 break;
1592 1412
1593 case SPELL_EFFECT: 1413 case SPELL_EFFECT:
1594 apply_spell_effect (trap, victim); 1414 apply_spell_effect (trap, victim);
1595 goto leave; 1415 break;
1596 1416
1597 case TRAPDOOR: 1417 case TRAPDOOR:
1598 { 1418 {
1599 int max, sound_was_played; 1419 int max, sound_was_played;
1600 object *ab, *ab_next; 1420 object *ab, *ab_next;
1601 1421
1602 if (!trap->value) 1422 if (!trap->value)
1603 { 1423 {
1604 int tot; 1424 int tot;
1605 1425
1606 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above) 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1607 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1608 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1428 tot += ab->head_ ()->total_weight ();
1609 1429
1610 if (!(trap->value = (tot > trap->weight) ? 1 : 0)) 1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1611 goto leave; 1431 break;
1612 1432
1613 SET_ANIMATION (trap, trap->value); 1433 SET_ANIMATION (trap, trap->value);
1614 update_object (trap, UP_OBJ_FACE); 1434 update_object (trap, UP_OBJ_FACE);
1615 } 1435 }
1616 1436
1623 1443
1624 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1625 { 1445 {
1626 if (!sound_was_played) 1446 if (!sound_was_played)
1627 { 1447 {
1628 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1629 sound_was_played = 1; 1449 sound_was_played = 1;
1630 } 1450 }
1631 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1632 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1633 } 1454 }
1634 } 1455 }
1635 goto leave; 1456 break;
1636 } 1457 }
1637
1638 1458
1639 case CONVERTER: 1459 case CONVERTER:
1640 if (convert_item (victim, trap) < 0) 1460 if (convert_item (victim, trap) < 0)
1641 { 1461 {
1642 object *op; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1643 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1644 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1645
1646 op = get_archetype ("burnout");
1647 if (op != NULL)
1648 {
1649 op->x = trap->x;
1650 op->y = trap->y;
1651 insert_ob_in_map (op, trap->map, trap, 0);
1652 }
1653 } 1464 }
1654 goto leave; 1465
1466 break;
1655 1467
1656 case TRIGGER_BUTTON: 1468 case TRIGGER_BUTTON:
1657 case TRIGGER_PEDESTAL: 1469 case TRIGGER_PEDESTAL:
1658 case TRIGGER_ALTAR: 1470 case TRIGGER_ALTAR:
1659 check_trigger (trap, victim); 1471 check_trigger (trap, victim, originator);
1660 goto leave; 1472 break;
1661 1473
1662 case DEEP_SWAMP: 1474 case DEEP_SWAMP:
1663 walk_on_deep_swamp (trap, victim); 1475 walk_on_deep_swamp (trap, victim);
1664 goto leave; 1476 break;
1665 1477
1666 case CHECK_INV: 1478 case CHECK_INV:
1667 check_inv (victim, trap); 1479 check_inv (victim, trap);
1668 goto leave; 1480 break;
1669 1481
1670 case HOLE: 1482 case HOLE:
1671 /* Hole not open? */ 1483 move_apply_hole (trap, victim);
1672 if (trap->stats.wc > 0) 1484 break;
1673 goto leave;
1674
1675 /* Is this a multipart monster and not the head? If so, return.
1676 * Processing will happen if the head runs into the pit
1677 */
1678 if (victim->head)
1679 goto leave;
1680
1681 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1682 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1683 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1684 goto leave;
1685 1485
1686 case EXIT: 1486 case EXIT:
1687 if (victim->type == PLAYER && EXIT_PATH (trap)) 1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1688 { 1488 {
1689 /* Basically, don't show exits leading to random maps the 1489 /* Basically, don't show exits leading to random maps the
1690 * players output. 1490 * players output.
1691 */ 1491 */
1692 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1693 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1694 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1695 } 1497 }
1696 goto leave; 1498 break;
1697 1499
1698 case ENCOUNTER: 1500 case ENCOUNTER:
1699 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1700 goto leave; 1502 break;
1701 1503
1702 case SHOP_MAT: 1504 case SHOP_MAT:
1703 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1704 goto leave; 1506 break;
1705 1507
1706 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1707 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1708 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1709 goto leave; 1511 break;
1710 1512
1711 case SIGN: 1513 case SIGN:
1712 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1713 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1714 1516
1715 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1716 goto leave; 1518 break;
1717 1519
1718 case CONTAINER: 1520 case CONTAINER:
1719 if (victim->type == PLAYER)
1720 (void) esrv_apply_container (victim, trap);
1721 else
1722 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1723 goto leave; 1522 break;
1724 1523
1725 case RUNE: 1524 case RUNE:
1726 case TRAP: 1525 case TRAP:
1727 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1728 {
1729 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1730 } 1528 break;
1731 goto leave;
1732 1529
1733 default: 1530 default:
1734 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1735 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1736 goto leave; 1533 break;
1737 } 1534 }
1738 1535
1739leave:
1740 recursion_depth--; 1536 recursion_depth--;
1741} 1537}
1742 1538
1743/** 1539/**
1744 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1749 int lev_diff; 1545 int lev_diff;
1750 object *skill_ob; 1546 object *skill_ob;
1751 1547
1752 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1753 { 1549 {
1754 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1755 return; 1551 return;
1756 } 1552 }
1553
1757 if (tmp->msg == NULL) 1554 if (!tmp->msg)
1758 { 1555 {
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1556 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1760 return; 1557 return;
1761 } 1558 }
1762 1559
1763 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1764 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1765 if (!skill_ob) 1562 if (!skill_ob)
1766 { 1563 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1768 return; 1565 return;
1769 } 1566 }
1567
1770 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1771 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1772 { 1570 {
1773 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1775 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1777 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1778 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1779 else if (lev_diff < 8)
1780 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1781 else if (lev_diff < 15)
1782 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1783 else
1784 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1785 return; 1577 return;
1786 } 1578 }
1787 1579
1788 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1789 1581
1790 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1582 if (player *pl = op->contr)
1791 msgType->message_type, msgType->message_subtype, 1583 if (client *ns = pl->ns)
1792 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1793 1585
1794 /* gain xp from reading */ 1586 /* gain xp from reading */
1795 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1796 { /* only if not read before */ 1588 { /* only if not read before */
1797 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1798 1590
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1800 { 1592 {
1801 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1802 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1803 /* If in a container, update how it looks */ 1595
1804 if (tmp->env) 1596 if (object *pl = tmp->visible_to ())
1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1806 else
1807 op->contr->socket.update_look = 1;
1808 } 1598 }
1599
1809 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1810 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1811 } 1602 }
1812} 1603}
1813 1604
1816 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1817 */ 1608 */
1818static void 1609static void
1819apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1820{ 1611{
1821 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1822 { 1613 {
1823 case 0: 1614 case 0:
1824 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1826 return; 1617 break;
1827 1618
1828 case 1: 1619 case 1:
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1830 decrease_ob (tmp); 1620 tmp->decrease ();
1831 return; 1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1623 break;
1832 1624
1833 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1834 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1835 decrease_ob (tmp); 1629 break;
1836 return;
1837 } 1630 }
1838} 1631}
1839 1632
1840/** 1633/**
1841 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1861 return; 1654 return;
1862 } 1655 }
1863 return; 1656 return;
1864 } 1657 }
1865 1658
1866 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1867 tmp = get_object (); 1660
1868 copy_object (spell, tmp); 1661 tmp = spell->clone ();
1869 insert_ob_in_ob (tmp, op); 1662 insert_ob_in_ob (tmp, op);
1870 1663
1871 if (special_prayer) 1664 if (special_prayer)
1872 {
1873 SET_FLAG (tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1874 }
1875 1666
1876 esrv_add_spells (op->contr, tmp); 1667 esrv_add_spells (op->contr, tmp);
1877} 1668}
1878 1669
1879/** 1670/**
1893 { 1684 {
1894 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1895 return; 1686 return;
1896 } 1687 }
1897 1688
1898 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1899 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1900 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1901 remove_ob (spob); 1692 spob->destroy ();
1902 free_object (spob);
1903} 1693}
1904 1694
1905/** 1695/**
1906 * Handles player applying a spellbook. 1696 * Handles player applying a spellbook.
1907 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1697 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1912{ 1702{
1913 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1914 1704
1915 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1916 { 1706 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1918 return; 1708 return;
1919 } 1709 }
1920 1710
1921 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1922 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1923 * legacy spellbooks 1713 * legacy spellbooks
1924 */ 1714 */
1925
1926 if (tmp->slaying != NULL) 1715 if (tmp->slaying)
1927 { 1716 {
1928 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1929 if (!spell) 1718 if (!spell)
1930 { 1719 {
1931 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1932 return; 1721 return;
1933 } 1722 }
1934 else 1723 else
1935 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1936 tmp->slaying = NULL; 1726 tmp->slaying = 0;
1937 } 1727 }
1938 1728
1939 skop = find_skill_by_name (op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1940 1730
1941 /* need a literacy skill to learn spells. Also, having a literacy level 1731 /* need a literacy skill to learn spells. Also, having a literacy level
1942 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1943 if (!skop) 1733 if (!skop)
1944 { 1734 {
1945 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1946 return; 1736 return;
1947 } 1737 }
1948 1738
1949 spell = tmp->inv; 1739 spell = tmp->inv;
1740
1950 if (!spell) 1741 if (!spell)
1951 { 1742 {
1952 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1953 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1954 return; 1745 return;
1955 } 1746 }
1956 if (spell->level > (skop->level + 10)) 1747
1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1957 { 1750 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1959 return; 1753 return;
1960 } 1754 }
1961 1755
1962 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1963 1757
1964 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1965 {
1966 identify (tmp); 1759 identify (tmp);
1967 if (tmp->env)
1968 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1969 else
1970 op->contr->socket.update_look = 1;
1971 }
1972 1760
1973 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* I removed the check for special_prayer_mark here - it didn't make
1974 * a lot of sense - special prayers are not found in spellbooks, and 1762 * a lot of sense - special prayers are not found in spellbooks, and
1975 * if the player doesn't know the spell, doesn't make a lot of sense that 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1976 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1977 */ 1765 */
1978 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1979 { 1767 {
1980 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1981 return; 1769 return;
1982 } 1770 }
1983 1771
1984 if (spell->skill) 1772 if (spell->skill)
1985 { 1773 {
1986 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1775
1987 if (!spell_skill) 1776 if (!spell_skill)
1988 { 1777 {
1989 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1990 return; 1779 return;
1991 } 1780 }
1781
1992 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1993 { 1783 {
1994 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1995 return; 1785 return;
1996 } 1786 }
1997 } 1787 }
1998 1788
1999 /* Logic as follows 1789 /* Logic as follows
2008 * Overall, chances are the same but a player will find having a high 1798 * Overall, chances are the same but a player will find having a high
2009 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
2010 */ 1800 */
2011 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
2012 { 1802 {
2013 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1803 op->failmsg ("In your confused state you flub the wording of the text!");
2014 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2015 } 1805 }
2016 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2017 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2018 { 1808 {
2019 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2020 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2021 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
2022 1811
2023 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
2024 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2025 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2026 } 1815 }
2027 else 1816 else
2028 { 1817 {
2029 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
2030 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2031 } 1820 }
2032 decrease_ob (tmp); 1821
1822 tmp->decrease ();
2033} 1823}
2034 1824
2035/** 1825/**
2036 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
2037 */ 1827 */
2040{ 1830{
2041 object *skop; 1831 object *skop;
2042 1832
2043 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2044 { 1834 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
2046 return; 1836 return;
2047 } 1837 }
2048 1838
2049 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
2050 { 1840 {
2051 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2052 return; 1842 return;
2053 } 1843 }
2054 1844
2055 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
2056 { 1846 {
2062 */ 1852 */
2063 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2064 1854
2065 if (!skop) 1855 if (!skop)
2066 { 1856 {
2067 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2068 return; 1858 return;
2069 } 1859 }
2070 1860
2071 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2072 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
2073 } 1863 }
2074 1864
2075 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2076 identify (tmp); 1866 identify (tmp);
2077 1867
2078 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2079
2080 1869
2081 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
2082 decrease_ob (tmp); 1871 tmp->decrease ();
2083} 1872}
2084 1873
2085/** 1874/**
2086 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
2087 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
2088 * chest. 1877 * chest.
2089 */ 1878 */
2090static void 1879static void
2091apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
2092{ 1881{
2093 object *treas;
2094 tag_t tmp_tag = tmp->count, op_tag = op->count;
2095
2096
2097 /* Nice side effect of new treasure creation method is that the treasure 1882 /* Nice side effect of this treasure creation method is that the treasure
2098 * for the chest is done when the chest is created, and put into the chest 1883 * for the chest is done when the chest is created, and put into the chest
2099 * inventory. So that when the chest burns up, the items still exist. Also 1884 * inventory. So that when the chest burns up, the items still exist. Also
2100 * prevents people fromt moving chests to more difficult maps to get better 1885 * prevents people from moving chests to more difficult maps to get better
2101 * treasure 1886 * treasure
2102 */ 1887 */
2103
2104 treas = tmp->inv; 1888 object *treas = tmp->inv;
2105 if (treas == NULL) 1889
1890 if (!treas)
2106 { 1891 {
2107 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
2108 decrease_ob (tmp); 1893 tmp->decrease ();
2109 return; 1894 return;
2110 } 1895 }
1896
2111 while (tmp->inv) 1897 while (tmp->inv)
2112 { 1898 {
2113 treas = tmp->inv; 1899 treas = tmp->inv;
2114 1900 treas->remove ();
2115 remove_ob (treas);
2116 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2117 1901
2118 treas->x = op->x; 1902 treas->x = op->x;
2119 treas->y = op->y; 1903 treas->y = op->y;
2120 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2121 1905
2122 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2123 spring_trap (treas, op); 1907 spring_trap (treas, op);
1908
2124 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
2125 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
2126 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
2127 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
2128 */ 1913 */
2129 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1914 if (op->destroyed () || tmp->destroyed ())
2130 break; 1915 break;
2131 } 1916 }
2132 1917
2133 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
2134 decrease_ob (tmp); 1919 tmp->decrease (true);
2135
2136} 1920}
2137 1921
2138/** 1922/**
2139 * op eats food. 1923 * op eats food.
2140 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2155 { 1939 {
2156 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
2157 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
2158 { 1942 {
2159 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
2160 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
2161 else 1945 else
2162 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
2163 } 1947 }
1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
2164 1956
2165 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2166 { 1958 {
2167 char buf[MAX_BUF]; 1959 const char *buf;
2168 1960
2169 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
2170 { 1962 {
2171 /* eating message for normal players */ 1963 /* eating message for normal players */
2172 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
2173 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2174 else 1966 else
2175 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2176 } 1968 }
2177 else 1969 else
2178 {
2179 /* eating message for dragon players */ 1970 /* eating message for dragon players */
2180 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2181 }
2182 1972
2183 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
2184 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2185 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2186 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2187 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2188 else 1979 else
2189 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2190 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2191 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2192 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2193 op->stats.food = 999; 1985 op->stats.food = 999;
2194 } 1986 }
2196 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
2197 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2198 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2199 } 1991 }
2200 } 1992 }
1993
2201 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2202 decrease_ob (tmp); 1995 tmp->decrease ();
2203} 1996}
2204 1997
2205/** 1998/**
2206 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2207 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2217{ 2010{
2218 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2219 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2220 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2221 2014
2222 char buf[MAX_BUF]; /* tmp. string buffer */
2223 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2224 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2225 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2226 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2227 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2232 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2233 return 0; 2025 return 0;
2234 2026
2235 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2236 from the player's inventory */ 2028 from the player's inventory */
2237 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2238 {
2239 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2240 { 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2241 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2242 skin = tmp; 2032 skin = tmp;
2243 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2244 abil = tmp; 2034 abil = tmp;
2245 }
2246 }
2247 2035
2248 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2249 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2250 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2251 return 0; 2039 return 0;
2253 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2254 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2255 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2256 else 2044 else
2257 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2258 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2259 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2260 2049
2261 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2262 2051
2292 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2293 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2294 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2295 2084
2296 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2297 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2298 { 2087 {
2299 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2300 winners++; 2089 winners++;
2301 } 2090 }
2302 2091
2307 } 2096 }
2308 } 2097 }
2309 2098
2310 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2311 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2312 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2313 if (totalchance > 50.) 2104 if (totalchance > 50.)
2314 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2315 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2316 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2317 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2318 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2319 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2320 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2321 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2322 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2323 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2324 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2325 else 2116 else
2326 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2327 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2328 2120
2329 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2330 i = -1; 2122 i = -1;
2331 if (winners > 0) 2123 if (winners > 0)
2332 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2333 2125
2334 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2335 { 2127 {
2336 /* resistance increased! */ 2128 /* resistance increased! */
2337 skin->resist[i]++; 2129 skin->resist[i]++;
2338 fix_player (op); 2130 op->update_stats ();
2339 2131
2340 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2341 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2342 } 2133 }
2343 2134
2344 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2345 into the ability_force and it will take effect on next level */ 2136 into the ability_force and it will take effect on next level */
2346 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2347 { 2138 {
2348 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2349 2140
2350 if (meal->last_eat != abil->stats.exp) 2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2145 change_resist_msg[meal->last_eat],
2146 abil->level + 1
2351 { 2147 ));
2352 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 }
2357 else 2148 else
2358 { 2149 {
2359 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2360 new_draw_info (NDI_UNIQUE, 0, op, buf);
2361 abil->last_eat = 0; 2151 abil->last_eat = 0;
2362 } 2152 }
2363 } 2153 }
2154
2364 return 1; 2155 return 1;
2365}
2366
2367static void
2368apply_savebed (object *pl)
2369{
2370#ifndef COZY_SERVER
2371 if (!pl->contr->name_changed || !pl->stats.exp)
2372 {
2373 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2374 return;
2375 }
2376#endif
2377 INVOKE_PLAYER (LOGOUT, pl->contr);
2378 /* Need to call terminate_all_pets() before we remove the player ob */
2379 terminate_all_pets (pl);
2380 remove_ob (pl);
2381 pl->direction = 0;
2382 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2383
2384 /* update respawn position */
2385 strcpy (pl->contr->savebed_map, pl->map->path);
2386 pl->contr->bed_x = pl->x;
2387 pl->contr->bed_y = pl->y;
2388
2389 strcpy (pl->contr->killer, "left");
2390 check_score (pl); /* Always check score */
2391 (void) save_player (pl, 0);
2392 pl->map->players--;
2393#if MAP_MAXTIMEOUT
2394 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2395#endif
2396 play_again (pl);
2397 pl->speed = 0;
2398 update_ob_speed (pl);
2399} 2156}
2400 2157
2401/** 2158/**
2402 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2403 * Does some sanity checks, then calls improve_armour. 2160 * Does some sanity checks, then calls improve_armour.
2405static void 2162static void
2406apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2407{ 2164{
2408 object *armor; 2165 object *armor;
2409 2166
2410 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2411 { 2168 {
2412 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2413 return; 2170 return;
2414 } 2171 }
2172
2415 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2174
2416 if (!armor) 2175 if (!armor)
2417 { 2176 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2419 return; 2178 return;
2420 } 2179 }
2180
2421 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2422 && armor->type != CLOAK 2182 && armor->type != CLOAK
2423 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2424 { 2184 {
2425 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2426 return; 2186 return;
2427 } 2187 }
2428 2188
2429 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2430 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2431} 2191}
2432 2192
2433 2193void
2434extern void
2435apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2436{ 2195{
2196 // need to do it now when it is still on the map
2197 handle_apply_yield (tmp);
2198
2199 object *poison = tmp->split (1);
2200
2437 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2438 { 2202 {
2439 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2440 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2441 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2442 } 2206 }
2207
2443 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2444 { 2209 {
2445 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2446 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2447 } 2212 }
2213
2448 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2449 handle_apply_yield (tmp); 2215 poison->destroy ();
2450 decrease_ob (tmp);
2451} 2216}
2452 2217
2453/** 2218/**
2454 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2455 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2456 * -You can come back (there is another exit at the other side) 2221 * -You can come back (there is another exit at the other side)
2457 * -You are 2222 * -You are
2458 * ° the owner of the exit 2223 * ° the owner of the exit
2459 * ° or in the same party as the owner 2224 * ° or in the same party as the owner
2460 * 2225 *
2461 * Note: a owner in a 2 way exit is saved as the owner's name 2226 * Note: a owner in a 2 way exit is saved as the owner's name
2462 * in the field exit->name cause the field exit->owner doesn't 2227 * in the field exit->name cause the field exit->owner doesn't
2463 * survive in the swapping (in fact the whole exit doesn't survive). 2228 * survive in the swapping (in fact the whole exit doesn't survive).
2464 */ 2229 */
2465int 2230int
2466is_legal_2ways_exit (object *op, object *exit) 2231is_legal_2ways_exit (object *op, object *exit)
2467{ 2232{
2468 object *tmp;
2469 object *exit_owner;
2470 player *pp;
2471 mapstruct *exitmap;
2472
2473 if (exit->stats.exp != 1) 2233 if (exit->stats.exp != 1)
2474 return 1; /*This is not a 2 way, so it is legal */ 2234 return 1; /*This is not a 2 way, so it is legal */
2235
2236#if 0 //TODO
2475 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2476 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2477 /* To know if an exit has a correspondant, we look at 2239#endif
2478 * all the exits in destination and try to find one with same path as 2240
2479 * the current exit's position */ 2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2480 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2242
2481 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2482 else 2244
2483 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2484 if (exitmap) 2245 if (exitmap)
2485 { 2246 {
2247 exitmap->load_sync ();
2248
2486 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2487 if (!tmp) 2251 if (!tmp)
2488 return 0; 2252 return 0;
2489 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2253
2254 for (; tmp; tmp = tmp->above)
2490 { 2255 {
2491 if (tmp->type != EXIT) 2256 if (tmp->type != EXIT)
2492 continue; /*Not an exit */ 2257 continue; /*Not an exit */
2258
2493 if (!EXIT_PATH (tmp)) 2259 if (!EXIT_PATH (tmp))
2494 continue; /*Not a valid exit */ 2260 continue; /*Not a valid exit */
2261
2495 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2496 continue; /*Not in the same place */ 2263 continue; /*Not in the same place */
2264
2497 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2265 if (exit->map->path != EXIT_PATH (tmp))
2498 continue; /*Not in the same map */ 2266 continue; /*Not in the same map */
2499 2267
2500 /* From here we have found the exit is valid. However we do 2268 /* From here we have found the exit is valid. However we do
2501 * here the check of the exit owner. It is important for the 2269 * here the check of the exit owner. It is important for the
2502 * town portals to prevent strangers from visiting your appartments 2270 * town portals to prevent strangers from visiting your appartments
2503 */ 2271 */
2504 if (!exit->race) 2272 if (!exit->race)
2505 return 1; /*No owner, free for all! */ 2273 return 1; /*No owner, free for all! */
2274
2506 exit_owner = NULL; 2275 object *exit_owner = 0;
2507 for (pp = first_player; pp; pp = pp->next) 2276
2277 for_all_players (pp)
2508 { 2278 {
2509 if (!pp->ob) 2279 if (!pp->ob)
2510 continue; 2280 continue;
2281
2511 if (pp->ob->name != exit->race) 2282 if (pp->ob->name != exit->race)
2512 continue; 2283 continue;
2284
2513 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2514 break; 2286 break;
2515 } 2287 }
2288
2516 if (!exit_owner) 2289 if (!exit_owner)
2517 return 0; /* No more owner */ 2290 return 0; /* No more owner */
2291
2518 if (exit_owner->contr == op->contr) 2292 if (exit_owner->contr == op->contr)
2519 return 1; /*It is your exit */ 2293 return 1; /*It is your exit */
2294
2520 if (exit_owner && /*There is a owner */ 2295 if (exit_owner && /*There is a owner */
2521 (op->contr) && /*A player tries to pass */ 2296 (op->contr) && /*A player tries to pass */
2522 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2523 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2524 return 0; 2299 return 0;
2300
2525 return 1; 2301 return 1;
2526 } 2302 }
2527 } 2303 }
2304
2528 return 0; 2305 return 0;
2529} 2306}
2530 2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2339 }
2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2531 2552
2532/** 2553/**
2533 * Main apply handler. 2554 * Main apply handler.
2534 * 2555 *
2535 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2537 * Return value: 2558 * Return value:
2538 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2539 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2540 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2541 * 2562 *
2542 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2543 * being applied. 2564 * being applied.
2544 * 2565 *
2545 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2546 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2547 */ 2568 */
2548
2549int 2569int
2550manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2551{ 2571{
2552 if (tmp->head) 2572 op = op->head_ ();
2553 tmp = tmp->head;
2554 2573
2555 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2556 { 2575 {
2557 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2558 { 2577 {
2559 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2578 examine (who, op);
2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2560 return 1; 2580 return 1;
2561 } 2581 }
2562 else 2582 else
2563 {
2564 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2565 }
2566 } 2584 }
2567 2585
2568 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2569 return RESULT_INT (0); 2587 return RESULT_INT (0);
2570 2588
2571 switch (tmp->type) 2589 switch (op->type)
2572 { 2590 {
2573
2574 case CF_HANDLE: 2591 case CF_HANDLE:
2575 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2592 who->play_sound (sound_find ("turn_handle"));
2576 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2593 who->statusmsg ("You turn the handle.");
2577 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2578 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2579 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2580 push_button (tmp); 2597 push_button (op, who);
2581 return 1; 2598 return 1;
2582 2599
2583 case TRIGGER: 2600 case TRIGGER:
2584 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2585 { 2602 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2587 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2604 who->play_sound (sound_find ("turn_handle"));
2588 } 2605 }
2589 else 2606 else
2590 { 2607 who->failmsg ("The handle doesn't move.");
2591 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2608
2592 }
2593 return 1; 2609 return 1;
2594 2610
2595 case EXIT: 2611 case EXIT:
2596 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2597 return 0;
2598 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2599 {
2600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2601 }
2602 else
2603 {
2604 /* Don't display messages for random maps. */
2605 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2606 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2607 enter_exit (op, tmp);
2608 }
2609 return 1;
2610
2611 case SIGN:
2612 apply_sign (op, tmp, 0);
2613 return 1;
2614
2615 case BOOK:
2616 if (op->type == PLAYER)
2617 {
2618 apply_book (op, tmp);
2619 return 1;
2620 }
2621 else
2622 {
2623 return 0;
2624 }
2625
2626 case SKILLSCROLL:
2627 if (op->type == PLAYER)
2628 {
2629 apply_skillscroll (op, tmp);
2630 return 1;
2631 }
2632 return 0; 2613 return 0;
2633 2614
2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2617 else
2618 {
2619 /* Don't display messages for random maps. */
2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2623 who->enter_exit (op);
2624 }
2625
2626 return 1;
2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2633 case SIGN:
2634 apply_sign (who, op, 0);
2635 return 1;
2636
2634 case SPELLBOOK: 2637 case BOOK:
2635 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2636 { 2639 {
2637 apply_spellbook (op, tmp); 2640 apply_book (who, op);
2638 return 1; 2641 return 1;
2639 } 2642 }
2643 else
2640 return 0; 2644 return 0;
2641 2645
2642 case SCROLL: 2646 case SKILLSCROLL:
2643 apply_scroll (op, tmp, 0);
2644 return 1;
2645
2646 case POTION:
2647 (void) apply_potion (op, tmp);
2648 return 1;
2649
2650 /* Eneq(@csd.uu.se): Handle apply on containers. */
2651 case CLOSE_CON:
2652 if (op->type == PLAYER) 2647 if (who->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp->env);
2654 else
2655 (void) apply_container (op, tmp->env);
2656 return 1;
2657
2658 case CONTAINER:
2659 if (op->type == PLAYER)
2660 (void) esrv_apply_container (op, tmp);
2661 else
2662 (void) apply_container (op, tmp);
2663 return 1;
2664
2665 case TREASURE:
2666 if (op->type == PLAYER)
2667 { 2648 {
2668 apply_treasure (op, tmp); 2649 apply_skillscroll (who, op);
2669 return 1; 2650 return 1;
2670 } 2651 }
2671 else 2652 else
2672 {
2673 return 0;
2674 }
2675
2676 case WEAPON:
2677 case ARMOUR:
2678 case BOOTS:
2679 case GLOVES:
2680 case AMULET:
2681 case GIRDLE:
2682 case BRACERS:
2683 case SHIELD:
2684 case HELMET:
2685 case RING:
2686 case CLOAK:
2687 case WAND:
2688 case ROD:
2689 case HORN:
2690 case SKILL:
2691 case BOW:
2692 case LAMP:
2693 case BUILDER:
2694 case SKILL_TOOL:
2695 if (tmp->env != op)
2696 return 2; /* not in inventory */
2697 (void) apply_special (op, tmp, aflag);
2698 return 1;
2699
2700 case DRINK:
2701 case FOOD:
2702 case FLESH:
2703 apply_food (op, tmp);
2704 return 1;
2705
2706 case POISON:
2707 apply_poison (op, tmp);
2708 return 1;
2709
2710 case SAVEBED:
2711 if (op->type == PLAYER)
2712 {
2713 apply_savebed (op);
2714 return 1;
2715 }
2716 else
2717 {
2718 return 0;
2719 }
2720
2721 case ARMOUR_IMPROVER:
2722 if (op->type == PLAYER)
2723 {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 }
2727 else
2728 {
2729 return 0;
2730 }
2731
2732 case WEAPON_IMPROVER:
2733 (void) check_improve_weapon (op, tmp);
2734 return 1;
2735
2736 case CLOCK:
2737 if (op->type == PLAYER)
2738 {
2739 char buf[MAX_BUF];
2740 timeofday_t tod;
2741
2742 get_tod (&tod);
2743 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2744 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2746 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2747 new_draw_info (NDI_UNIQUE, 0, op, buf);
2748 return 1;
2749 }
2750 else
2751 {
2752 return 0;
2753 }
2754
2755 case MENU:
2756 if (op->type == PLAYER)
2757 {
2758 shop_listing (op);
2759 return 1;
2760 }
2761 else
2762 {
2763 return 0;
2764 }
2765
2766 case POWER_CRYSTAL:
2767 apply_power_crystal (op, tmp); /* see egoitem.c */
2768 return 1;
2769
2770 case LIGHTER: /* for lighting torches/lanterns/etc */
2771 if (op->type == PLAYER)
2772 {
2773 apply_lighter (op, tmp);
2774 return 1;
2775 }
2776 else
2777 {
2778 return 0;
2779 }
2780
2781 case ITEM_TRANSFORMER:
2782 apply_item_transformer (op, tmp);
2783 return 1;
2784
2785 default:
2786 return 0; 2653 return 0;
2787 }
2788}
2789 2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2657 {
2658 apply_spellbook (who, op);
2659 return 1;
2660 }
2661 else
2662 return 0;
2663
2664 case SCROLL:
2665 apply_scroll (who, op, 0);
2666 return 1;
2667
2668 case POTION:
2669 apply_potion (who, op);
2670 return 1;
2671
2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2673 //TODO: remove, as it is unsed?
2674 case CLOSE_CON:
2675 apply_container (who, op->env);
2676 return 1;
2677
2678 case CONTAINER:
2679 apply_container (who, op);
2680 return 1;
2681
2682 case TREASURE:
2683 if (who->type == PLAYER)
2684 {
2685 apply_treasure (who, op);
2686 return 1;
2687 }
2688 else
2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2695
2696 case WEAPON:
2697 case ARMOUR:
2698 case BOOTS:
2699 case GLOVES:
2700 case AMULET:
2701 case GIRDLE:
2702 case BRACERS:
2703 case SHIELD:
2704 case HELMET:
2705 case RING:
2706 case CLOAK:
2707 case WAND:
2708 case ROD:
2709 case HORN:
2710 case SKILL:
2711 case BOW:
2712 case BUILDER:
2713 case SKILL_TOOL:
2714 if (op->env != who)
2715 return 2; /* not in inventory */
2716
2717 apply_special (who, op, aflag);
2718 return 1;
2719
2720 case DRINK:
2721 case FOOD:
2722 case FLESH:
2723 apply_food (who, op);
2724 return 1;
2725
2726 case POISON:
2727 apply_poison (who, op);
2728 return 1;
2729
2730 case SAVEBED:
2731 return 1;
2732
2733 case ARMOUR_IMPROVER:
2734 if (who->type == PLAYER)
2735 {
2736 apply_armour_improver (who, op);
2737 return 1;
2738 }
2739 else
2740 return 0;
2741
2742 case WEAPON_IMPROVER:
2743 check_improve_weapon (who, op);
2744 return 1;
2745
2746 case CLOCK:
2747 if (who->type == PLAYER)
2748 {
2749 char buf[MAX_BUF];
2750 timeofday_t tod;
2751
2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2755 "It is %d minute%s past %d o'clock %s",
2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2758 ));
2759 return 1;
2760 }
2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2766 {
2767 shop_listing (op, who);
2768 return 1;
2769 }
2770 else
2771 return 0;
2772
2773 case POWER_CRYSTAL:
2774 apply_power_crystal (who, op); /* see egoitem.c */
2775 return 1;
2776
2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2778 if (who->type == PLAYER)
2779 {
2780 apply_lighter (who, op);
2781 return 1;
2782 }
2783 else
2784 return 0;
2785
2786 case ITEM_TRANSFORMER:
2787 apply_item_transformer (who, op);
2788 return 1;
2789
2790 default:
2791 return 0;
2792 }
2793}
2790 2794
2791/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* quiet suppresses the "don't know how to apply" and "you must get it first"
2792 * messages as needed by player_apply_below(). But there can still be 2796 * messages as needed by player_apply_below(). But there can still be
2793 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2794 * 2798 *
2795 * Same return value as apply() function. 2799 * Same return value as apply() function.
2796 */ 2800 */
2797int 2801int
2798player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2799{ 2803{
2800 int tmp;
2801
2802 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2803 { 2805 {
2804 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2805 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2806 { 2808 {
2807 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2808 return 0; 2812 return 0;
2809 } 2813 }
2810 } 2814 }
2811 2815
2812 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2813 * applied.
2814 */
2815 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2816 {
2817 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2818 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2819 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2820 remove_ob (op);
2821 free_object (op);
2822 return 1;
2823 }
2824
2825 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2826 pl->contr->last_used_id = op->count;
2827 2817
2828 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2829 if (!quiet) 2820 if (!quiet)
2830 { 2821 {
2831 if (tmp == 0) 2822 if (tmp == 0)
2832 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2833 else if (tmp == 2) 2824 else if (tmp == 2)
2834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2835 } 2826 }
2827
2836 return tmp; 2828 return tmp;
2837} 2829}
2838 2830
2839/** 2831/**
2840 * player_apply_below attempts to apply the object 'below' the player. 2832 * player_apply_below attempts to apply the object 'below' the player.
2841 * If the player has an open container, we use that for below, otherwise 2833 * If the player has an open container, we use that for below, otherwise
2842 * we use the ground. 2834 * we use the ground.
2843 */ 2835 */
2844
2845void 2836void
2846player_apply_below (object *pl) 2837player_apply_below (object *pl)
2847{ 2838{
2848 object *tmp, *next;
2849 int floors; 2839 int floors = 0;
2850 2840
2851 /* If using a container, set the starting item to be the top 2841 /* If using a container, set the starting item to be the top
2852 * item in the container. Otherwise, use the map. 2842 * item in the container. Otherwise, use the map.
2853 */
2854 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2855
2856 /* This is perhaps more complicated. However, I want to make sure that 2843 * This is perhaps more complicated. However, I want to make sure that
2857 * we don't use a corrupt pointer for the next object, so we get the 2844 * we don't use a corrupt pointer for the next object, so we get the
2858 * next object in the stack before applying. This is can only be a 2845 * next object in the stack before applying. This is can only be a
2859 * problem if player_apply() has a bug in that it uses the object but does 2846 * problem if player_apply() has a bug in that it uses the object but does
2860 * not return a proper value. 2847 * not return a proper value.
2861 */ 2848 */
2862 for (floors = 0; tmp != NULL; tmp = next) 2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2863 { 2850 {
2864 next = tmp->below; 2851 next = tmp->below;
2852
2865 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2866 floors++; 2854 floors++;
2867 else if (floors > 0) 2855 else if (floors > 0)
2868 return; /* process only floor objects after first floor object */ 2856 return; /* process only floor objects after first floor object */
2869 2857
2871 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2872 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2873 * the item needs. 2861 * the item needs.
2874 */ 2862 */
2875 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2876 {
2877 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2878 return; 2865 return;
2879 } 2866
2880 if (floors >= 2) 2867 if (floors >= 2)
2881 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2882 } 2869 }
2883} 2870}
2884 2871
2889 * to keep the size of apply_special to a more managable size. 2876 * to keep the size of apply_special to a more managable size.
2890 */ 2877 */
2891static int 2878static int
2892unapply_special (object *who, object *op, int aflags) 2879unapply_special (object *who, object *op, int aflags)
2893{ 2880{
2894 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2895 return RESULT_INT (0); 2883 return RESULT_INT (0);
2896 2884
2897 object *tmp2;
2898
2899 CLEAR_FLAG (op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2886
2900 switch (op->type) 2887 switch (op->type)
2901 { 2888 {
2902 case WEAPON:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2904
2905 (void) change_abil (who, op);
2906 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2907 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2908 clear_skill (who);
2909 break;
2910
2911 case SKILL: /* allows objects to impart skills */
2912 case SKILL_TOOL: 2889 case SKILL_TOOL:
2913 if (op != who->chosen_skill) 2890 // unapplying a skill tool should also unapply the skill it governs
2891 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2894 if (tmp->skill == op->skill
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0);
2899
2900 change_abil (who, op);
2901 break;
2902
2903 case WEAPON:
2904 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2914 { 2906 {
2915 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2916 } 2909 }
2917 if (who->type == PLAYER) 2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2913 change_abil (who, op);
2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2915 break;
2916
2917 case SKILL:
2918 if (who->contr)
2918 { 2919 {
2919 if (who->contr->shoottype == range_skill) 2920 if (IS_COMBAT_SKILL (op->subtype))
2920 who->contr->shoottype = range_none; 2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2921 if (!op->invisible) 2925 if (op->invisible)
2922 { 2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2923 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2924 }
2925 else 2927 else
2926 { 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2927 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2928 }
2929 } 2929 }
2930
2930 (void) change_abil (who, op); 2931 change_abil (who, op);
2931 who->chosen_skill = NULL;
2932 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break; 2933 break;
2934 2934
2935 case ARMOUR: 2935 case ARMOUR:
2936 case HELMET: 2936 case HELMET:
2937 case SHIELD: 2937 case SHIELD:
2938 case RING: 2938 case RING:
2939 case BOOTS: 2939 case BOOTS:
2940 case GLOVES: 2940 case GLOVES:
2941 case AMULET: 2941 case AMULET:
2942 case GIRDLE: 2942 case GIRDLE:
2943 case BRACERS: 2943 case BRACERS:
2944 case CLOAK: 2944 case CLOAK:
2945 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 (void) change_abil (who, op); 2946 change_abil (who, op);
2947 break; 2947 break;
2948 case LAMP: 2948
2949 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2950 tmp2 = arch_to_object (op->other_arch);
2951 tmp2->x = op->x;
2952 tmp2->y = op->y;
2953 tmp2->map = op->map;
2954 tmp2->below = op->below;
2955 tmp2->above = op->above;
2956 tmp2->stats.food = op->stats.food;
2957 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2958 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2959 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2960 if (who->type == PLAYER)
2961 esrv_del_item (who->contr, (tag_t) op->count);
2962 remove_ob (op);
2963 free_object (op);
2964 insert_ob_in_ob (tmp2, who);
2965 fix_player (who);
2966 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2967 {
2968 if (who->type == PLAYER)
2969 {
2970 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2971 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2972 }
2973 }
2974 if (who->type == PLAYER)
2975 esrv_send_item (who, tmp2);
2976 return 1; /* otherwise, an attempt to drop causes problems */
2977 break;
2978 case BOW: 2949 case BOW:
2979 case WAND: 2950 case WAND:
2980 case ROD: 2951 case ROD:
2981 case HORN: 2952 case HORN:
2982 clear_skill (who); 2953 if (player *pl = who->contr)
2983 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2954 {
2984 if (who->type == PLAYER) 2955 if (op == pl->ranged_ob)
2985 { 2956 {
2986 who->contr->shoottype = range_none; 2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2987 } 2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2962 }
2988 else 2963 else
2989 { 2964 {
2965 who->change_skill (0);
2966
2990 if (op->type == BOW) 2967 if (op->type == BOW)
2991 CLEAR_FLAG (who, FLAG_READY_BOW); 2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2992 else 2969 else
2993 CLEAR_FLAG (who, FLAG_READY_RANGE); 2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2994 } 2971 }
2972
2995 break; 2973 break;
2996 2974
2997 case BUILDER: 2975 case BUILDER:
2998 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2976 if (who->contr)
2999 who->contr->shoottype = range_none; 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
3000 who->contr->ranges[range_builder] = NULL;
3001 break; 2978 break;
3002 2979
3003 default: 2980 default:
3004 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
3005 break; 2982 break;
3006 }
3007
3008 fix_player (who);
3009
3010 if (!(aflags & AP_NO_MERGE))
3011 { 2983 }
3012 object *tmp;
3013 2984
3014 tag_t del_tag = op->count; 2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3015 2986 if (object *pl = op->visible_to ())
3016 tmp = merge_ob (op, NULL);
3017 if (who->type == PLAYER)
3018 {
3019 if (tmp)
3020 { /* it was merged */
3021 esrv_del_item (who->contr, del_tag);
3022 op = tmp;
3023 }
3024 esrv_send_item (who, op); 2987 esrv_send_item (pl, op);
3025 } 2988
3026 } 2989 who->update_stats ();
2990
3027 return 0; 2991 return 0;
3028} 2992}
3029 2993
3030/** 2994/**
3031 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
3032 * Note that 'start' is the first object to start examing - we 2996 * Note that 'start' is the first object to start examing - we
3033 * then go through the below of this. In this way, you can do 2997 * then go through the below of this. In this way, you can do
3034 * something like: 2998 * something like:
3035 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
3036 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3037 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
3038 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
3039 * loc is the index into the array we are looking for a match. 3003 * loc is the index into the array we are looking for a match.
3040 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
3041 * invisible other objects that use 3005 * invisible other objects that use
3042 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
3043 */ 3007 */
3044object * 3008static object *
3045get_item_from_body_location (object *start, int loc) 3009get_next_item_from_body_location (int loc, object *start)
3046{ 3010{
3047 object *tmp;
3048
3049 if (!start)
3050 return NULL;
3051
3052 for (tmp = start; tmp; tmp = tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
3053 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3012 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info
3014 && (!tmp->invisible || tmp->type == SKILL))
3054 return tmp; 3015 return tmp;
3055 3016
3056 return NULL; 3017 return 0;
3057} 3018}
3058
3059
3060 3019
3061/** 3020/**
3062 * 'op' wants to apply an object, but can't because of other equipment. 3021 * 'op' wants to apply an object, but can't because of other equipment.
3063 * This should only be called when it is known 3022 * This should only be called when it is known
3064 * that there are objects to unapply. This makes pretty heavy 3023 * that there are objects to unapply. This makes pretty heavy
3067 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
3068 * if aflags is AP_PRINT, we instead print out waht to unapply 3027 * if aflags is AP_PRINT, we instead print out waht to unapply
3069 * instead of doing it. This is a lot less code than having 3028 * instead of doing it. This is a lot less code than having
3070 * another function that does just that. 3029 * another function that does just that.
3071 */ 3030 */
3031
3032#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>"
3036
3072int 3037int
3073unapply_for_ob (object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
3074{ 3039{
3075 int i; 3040 if (op->is_range ())
3076 object *tmp = NULL, *last;
3077
3078 /* If we are applying a shield or weapon, unapply any equipped shield
3079 * or weapons first - only allowed to use one weapon/shield at a time.
3080 */
3081 if (op->type == WEAPON || op->type == SHIELD)
3082 {
3083 for (tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3084 {
3085 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3086 {
3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3088 { 3044 {
3089 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
3090 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
3091 else 3047 else
3092 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
3093 } 3049 }
3094 else 3050 else
3095 { 3051 {
3096 /* In this case, we want to try and remove a cursed item. 3052 /* In this case, we want to try and remove a cursed item.
3097 * While we know it won't work, we want unapply_special to 3053 * While we know it won't work, we want unapply_special to
3098 * at least generate the message. 3054 * at least generate the message.
3099 */ 3055 */
3100 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3101 return 1; 3057 return 1;
3102 }
3103
3104 } 3058 }
3105 }
3106 }
3107 3059
3108 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3109 { 3061 {
3110 /* this used up a slot that we need to free */ 3062 /* this used up a slot that we need to free */
3111 if (op->body_info[i]) 3063 if (op->slot[i].info)
3112 { 3064 {
3113 last = who->inv; 3065 object *last = who->inv;
3114 3066
3115 /* We do a while loop - may need to remove several items in order 3067 /* We do a while loop - may need to remove several items in order
3116 * to free up enough slots. 3068 * to free up enough slots.
3117 */ 3069 */
3118 while ((who->body_used[i] + op->body_info[i]) < 0) 3070 while ((who->slot[i].used + op->slot[i].info) < 0)
3119 { 3071 {
3120 tmp = get_item_from_body_location (last, i); 3072 object *tmp = get_next_item_from_body_location (i, last);
3073
3121 if (!tmp) 3074 if (!tmp)
3122 { 3075 {
3123#if 0 3076#if 0
3124 /* Not a bug - we'll get this if the player has cursed items 3077 /* Not a bug - we'll get this if the player has cursed items
3125 * equipped. 3078 * equipped.
3126 */ 3079 */
3127 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3080 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3128#endif 3081#endif
3129 return 1; 3082 return 1;
3130 } 3083 }
3084
3131 /* If we are just printing, we don't care about cursed status */ 3085 /* If we are just printing, we don't care about cursed status */
3132 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3133 { 3087 {
3134 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
3135 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
3136 else 3090 else
3137 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
3138 } 3092 }
3139 else 3093 else
3140 { 3094 {
3141 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
3142 * Note this could be annoying if this is just one of a few, 3096 * Note this could be annoying if this is just one of a few,
3143 * so it may not be critical (eg, putting on a ring and you have 3097 * so it may not be critical (eg, putting on a ring and you have
3144 * one cursed ring.) 3098 * one cursed ring.)
3145 */ 3099 */
3146 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3147 } 3101 }
3102
3148 last = tmp->below; 3103 last = tmp->below;
3149 } 3104 }
3150 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3151 * return in the !tmp would have kicked in. 3106 * return in the !tmp would have kicked in.
3152 */ 3107 */
3153 } /* if op is using this body location */ 3108 } /* if op is using this body location */
3154 } /* for body lcoations */ 3109 } /* for body lcoations */
3110
3155 return 0; 3111 return 0;
3156} 3112}
3157 3113
3158/** 3114/**
3159 * Checks to see if 'who' can apply object 'op'. 3115 * Checks to see if 'who' can apply object 'op'.
3160 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
3161 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
3162 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
3163 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3119 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3164 * is set, do we really are what the other flags may be?) 3120 * is set, do we really care what the other flags may be?)
3165 * 3121 *
3166 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
3167 * these return values. 3123 * these return values.
3168 */ 3124 */
3169int 3125int
3170can_apply_object (object *who, object *op) 3126can_apply_object (object *who, object *op)
3171{ 3127{
3172 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3128 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3173 return RESULT_INT (0); 3129 return RESULT_INT (0);
3174 3130
3175 int i, retval = 0; 3131 int retval = 0;
3176 object *tmp = NULL, *ws = NULL; 3132 object *tmp = 0, *ws = 0;
3177 3133
3178 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3179 * 2 weapons, but we don't want to let them do that. So if they are
3180 * trying to equip a weapon or shield, see if they already have one
3181 * in place and store that way.
3182 */
3183 if (op->type == WEAPON || op->type == SHIELD)
3184 { 3135 {
3185 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3136 if (op->slot[i].info)
3186 { 3137 {
3187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3138 /* Item uses more slots than we have */
3139 if (who->slot[i].info + op->slot [i].info < 0)
3188 { 3140 {
3189 retval = CAN_APPLY_UNAPPLY;
3190 ws = tmp;
3191 }
3192 }
3193 }
3194
3195
3196 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3197 {
3198 if (op->body_info[i])
3199 {
3200 /* Item uses more slots than we have */
3201 if (FABS (op->body_info[i]) > who->body_info[i])
3202 {
3203 /* Could return now for efficiently - rest of info below isn' 3141 /* Could return now for efficiency - rest of info below isn't
3204 * really needed. 3142 * really needed.
3205 */ 3143 */
3206 retval |= CAN_APPLY_NEVER; 3144 retval |= CAN_APPLY_NEVER;
3207 } 3145 }
3208 else if ((who->body_used[i] + op->body_info[i]) < 0) 3146 else if (who->slot[i].used + op->slot[i].info < 0)
3209 { 3147 {
3210 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
3211 * we have. 3149 * we have.
3212 */ 3150 */
3213 object *tmp1;
3214
3215 3151
3216 /* if we have an applied weapon/shield, and unapply it would free 3152 /* if we have an applied weapon/shield, and unapply it would free
3217 * enough slots to equip the new item, then just set this can 3153 * enough slots to equip the new item, then just set "can
3218 * continue. We don't care about the logic below - if you have 3154 * apply unapply". We don't care about the logic below - if you have a
3219 * shield equipped and try to equip another shield, there is only 3155 * shield equipped and try to equip another shield, there is only
3220 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
3221 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
3222 * may be two handed for example. 3158 * may be two handed for example.
3223 */ 3159 */
3224 if (ws) 3160 if (ws)
3225 { 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3226 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3227 { 3162 {
3228 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
3229 continue; 3164 continue;
3230 } 3165 }
3231 }
3232 3166
3233 tmp1 = get_item_from_body_location (who->inv, i); 3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3234 if (!tmp1) 3168 if (!tmp1)
3235 { 3169 {
3236#if 0 3170#if 0
3237 /* This is sort of an error, but happens a lot when old players 3171 /* This is sort of an error, but happens a lot when old players
3238 * join in with more stuff equipped than they are now allowed. 3172 * join in with more stuff equipped than they are now allowed.
3246 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
3247 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
3248 * to apply multiple objects 3182 * to apply multiple objects
3249 */ 3183 */
3250 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
3251 if (!tmp) 3186 if (!tmp)
3252 tmp = tmp1; 3187 tmp = tmp1;
3253 else if (tmp != tmp1) 3188 else if (tmp != tmp1)
3254 {
3255 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3256 } 3190
3257 /* This object isn't using up all the slots, so there must 3191 /* This object isn't using up all the slots, so there must
3258 * be another. If so, and it the new item doesn't need all 3192 * be another. If so, and it the new item doesn't need all
3259 * the slots, the player then has a choice. 3193 * the slots, the player then has a choice.
3260 */ 3194 */
3261 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3195 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3196 && abs (op->slot[i].info) < who->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3263 3198
3264 /* Does unequippint 'tmp1' free up enough slots for this to be 3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3265 * equipped? If not, there must be something else to unapply. 3200 * equipped? If not, there must be something else to unapply.
3266 */ 3201 */
3267 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3202 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3268 retval |= CAN_APPLY_UNAPPLY_MULT; 3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3269
3270 } 3204 }
3271 } /* if not enough free slots */ 3205 } /* if not enough free slots */
3272 } /* if this object uses location i */ 3206 } /* if this object uses location i */
3273 } /* for i -> num_body_locations loop */ 3207 } /* for i -> num_body_locations loop */
3274 3208
3279 * and weapons all use the same slot. Similar for horn/rod/wand - they 3213 * and weapons all use the same slot. Similar for horn/rod/wand - they
3280 * all use the same location. 3214 * all use the same location.
3281 */ 3215 */
3282 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3283 retval |= CAN_APPLY_RESTRICTION; 3217 retval |= CAN_APPLY_RESTRICTION;
3218
3284 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3285 retval |= CAN_APPLY_RESTRICTION; 3220 retval |= CAN_APPLY_RESTRICTION;
3286 3221
3287
3288 if (who->type != PLAYER) 3222 if (who->type != PLAYER)
3289 { 3223 {
3290 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3224 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3291 retval |= CAN_APPLY_RESTRICTION; 3225 retval |= CAN_APPLY_RESTRICTION;
3226
3292 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3293 retval |= CAN_APPLY_RESTRICTION; 3228 retval |= CAN_APPLY_RESTRICTION;
3229
3294 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3295 retval |= CAN_APPLY_RESTRICTION; 3231 retval |= CAN_APPLY_RESTRICTION;
3232
3296 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3297 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3298 } 3235 }
3236
3299 return retval; 3237 return retval;
3300} 3238}
3301
3302
3303 3239
3304/** 3240/**
3305 * who is the object using the object. It can be a monster. 3241 * who is the object using the object. It can be a monster.
3306 * op is the object they are using. op is an equipment type item, 3242 * op is the object they are using. op is an equipment type item,
3307 * eg, one which you put on and keep on for a while, and not something 3243 * eg, one which you put on and keep on for a while, and not something
3316 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3317 * 3253 *
3318 * Optional flags: 3254 * Optional flags:
3319 * AP_NO_MERGE: don't merge an unapplied object with other objects 3255 * AP_NO_MERGE: don't merge an unapplied object with other objects
3320 * AP_IGNORE_CURSE: unapply cursed items 3256 * AP_IGNORE_CURSE: unapply cursed items
3257 * AP_NO_READY: do not ready skills when applying skill tools
3321 * 3258 *
3322 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3323 * 3260 *
3324 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3325 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3326int 3267int
3327apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3328{ 3269{
3329 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3330 object *tmp, *tmp2, *skop = NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3331 int i;
3332 3272
3333 if (who == NULL) 3273 if (who == NULL)
3334 { 3274 {
3335 LOG (llevError, "apply_special() from object without environment.\n"); 3275 LOG (llevError, "apply_special() from object without environment.\n");
3336 return 1; 3276 return 1;
3346 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3347 return 0; 3287 return 0;
3348 3288
3349 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3350 { 3290 {
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3352 return 1; 3292 return 1;
3353 } 3293 }
3294
3354 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3355 } 3296 }
3356
3357 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3358 return 0; 3298 return 0;
3359 3299
3360 i = can_apply_object (who, op); 3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308
3309 splay (op);
3361 3310
3362 /* Can't just apply this object. Lets see what not and what to do */ 3311 /* Can't just apply this object. Lets see what not and what to do */
3363 if (i) 3312 if (int i = can_apply_object (who, op))
3364 { 3313 {
3365 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3366 { 3315 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3368 return 1; 3317 return 1;
3369 } 3318 }
3370 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3371 { 3320 {
3372 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3321 who->failmsg (format (
3322 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op)
3325 ));
3373 return 1; 3326 return 1;
3374 } 3327 }
3328
3375 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3376 { 3330 {
3377 /* Some error, so don't try to equip something more */ 3331 /* Some error, so don't try to equip something more */
3378 if (unapply_for_ob (who, op, aflags)) 3332 if (unapply_for_ob (who, op, aflags))
3379 return 1; 3333 return 1;
3380 } 3334 }
3381 else 3335 else
3382 { 3336 {
3383 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3337 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3384 { 3338 {
3385 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3386 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3387 return 1; 3341 return 1;
3388 } 3342 }
3389 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3343 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3390 {
3391 i = unapply_for_ob (who, op, aflags); 3344 if (unapply_for_ob (who, op, aflags))
3392 if (i)
3393 return 1; 3345 return 1;
3394 } 3346 }
3395 }
3396 } 3347 }
3348
3397 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3398 { 3350 {
3399 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3352
3400 if (!skop) 3353 if (!skop)
3401 { 3354 {
3402 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3403 return 1; 3356 return 1;
3404 } 3357 }
3405 else 3358 else
3406 {
3407 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3408 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3409 */ 3361 */
3410 change_skill (who, skop, 0); 3362 who->change_skill (skop);
3411 }
3412 }
3413
3414 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3415 { 3363 }
3416 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3364
3365 if (!check_item_power (who, op->item_power))
3366 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3417 return 1; 3368 return 1;
3418 } 3369 }
3419
3420 3370
3421 /* Ok. We are now at the state where we can apply the new object. 3371 /* Ok. We are now at the state where we can apply the new object.
3422 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3423 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3424 */ 3374 */
3425 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3426
3427 if (op->nrof > 1)
3428 tmp = get_split_ob (op, op->nrof - 1);
3429 else
3430 tmp = NULL;
3431 3376
3432 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3433 return RESULT_INT (0); 3378 return RESULT_INT (0);
3434 3379
3435 switch (op->type) 3380 switch (op->type)
3436 { 3381 {
3437 case WEAPON: 3382 case WEAPON:
3438 if (!check_weapon_power (who, op->last_eat)) 3383 //TODO: this obviously fails for players using a shorter prefix
3384 // i.e. "R" can use Ragnarok's sword.
3385 if (op->level && !op->name.starts_with (who->name))
3439 { 3386 {
3440 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3441 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3442 if (tmp != NULL)
3443 (void) insert_ob_in_ob (tmp, who);
3444 return 1;
3445 }
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3448 /* if the weapon does not have the name as the character, can't use it. */ 3387 /* if the weapon does not have the name as the character, can't use it. */
3449 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3450 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3390
3451 if (tmp != NULL) 3391 if (tmp)
3452 (void) insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3393
3453 return 1; 3394 return 1;
3395 }
3396
3397 if (!skop)
3398 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3400 return 1;
3401 }
3402
3403 SET_FLAG (op, FLAG_APPLIED);
3404 who->change_skill (skop);
3405
3406 if (who->contr)
3407 who->change_weapon (who->contr->combat_ob = op);
3408
3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3411 SET_FLAG (who, FLAG_READY_WEAPON);
3412 change_abil (who, op);
3413 break;
3414
3415 case ARMOUR:
3416 case HELMET:
3417 case SHIELD:
3418 case BOOTS:
3419 case GLOVES:
3420 case GIRDLE:
3421 case BRACERS:
3422 case CLOAK:
3423 case RING:
3424 case AMULET:
3425 SET_FLAG (op, FLAG_APPLIED);
3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3427 change_abil (who, op);
3428 break;
3429
3430 case SKILL_TOOL:
3431 // applying a skill tool also readies the skill
3432 SET_FLAG (op, FLAG_APPLIED);
3433
3434 if (!(aflags & AP_NO_READY))
3435 {
3436 skop = find_skill_by_name (who, op->skill);
3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3439 }
3440 break;
3441
3442 case SKILL:
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 {
3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3448 {
3449 for (object *item = who->inv; item; item = item->below)
3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3451 {
3452 if (item->skill == op->skill)
3453 {
3454 who->change_weapon (pl->combat_ob = item);
3455 goto found_weapon;
3456 }
3457 }
3458
3459 who->failmsg (format (
3460 "You need to apply a '%s' melee weapon before readying this skill. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3462 &op->skill
3463 ));
3464 return 1;
3465
3466 found_weapon:;
3467 }
3468 else
3469 who->change_weapon (pl->combat_ob = op);
3454 } 3470 }
3471 else if (IS_RANGED_SKILL (op->subtype))
3472 {
3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3474 {
3475 for (object *item = who->inv; item; item = item->below)
3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3479 who->change_weapon (pl->ranged_ob = item);
3480 goto found_bow;
3481 }
3482
3483 who->failmsg (
3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3493 }
3494
3495 if (!op->invisible)
3496 {
3497 who->statusmsg (format (
3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3503 }
3504 else
3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3506 }
3507 else
3508 {
3455 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3456
3457 if (skop)
3458 change_skill (who, skop, 1);
3459 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3460 SET_FLAG (who, FLAG_READY_WEAPON);
3461
3462 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3463
3464 (void) change_abil (who, op); 3510 change_abil (who, op);
3465 break;
3466
3467 case ARMOUR:
3468 case HELMET:
3469 case SHIELD:
3470 case BOOTS:
3471 case GLOVES:
3472 case GIRDLE:
3473 case BRACERS:
3474 case CLOAK:
3475 case RING:
3476 case AMULET:
3477 SET_FLAG (op, FLAG_APPLIED);
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3479 (void) change_abil (who, op);
3480 break;
3481 case LAMP:
3482 if (op->stats.food < 1)
3483 {
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3485 return 1;
3486 }
3487 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3488 tmp2 = arch_to_object (op->other_arch);
3489 tmp2->stats.food = op->stats.food;
3490 SET_FLAG (tmp2, FLAG_APPLIED);
3491 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3492 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3493 insert_ob_in_ob (tmp2, who);
3494
3495 /* Remove the old lantern */
3496 if (who->type == PLAYER)
3497 esrv_del_item (who->contr, (tag_t) op->count);
3498 remove_ob (op);
3499 free_object (op);
3500
3501 /* insert the portion that was split off */
3502 if (tmp != NULL)
3503 {
3504 (void) insert_ob_in_ob (tmp, who);
3505 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp);
3507 }
3508 fix_player (who);
3509 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3510 {
3511 if (who->type == PLAYER)
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3514 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3515 }
3516 }
3517 if (who->type == PLAYER)
3518 esrv_send_item (who, tmp2);
3519 return 0;
3520 break;
3521
3522 /* this part is needed for skill-tools */
3523 case SKILL:
3524 case SKILL_TOOL:
3525 if (who->chosen_skill)
3526 {
3527 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3528 return 1;
3529 }
3530 if (who->type == PLAYER)
3531 {
3532 who->contr->shoottype = range_skill;
3533 who->contr->ranges[range_skill] = op;
3534 if (!op->invisible)
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3538 }
3539 else
3540 {
3541 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3542 }
3543 }
3544 SET_FLAG (op, FLAG_APPLIED);
3545 (void) change_abil (who, op);
3546 who->chosen_skill = op; 3511 who->chosen_skill = op;
3547 SET_FLAG (who, FLAG_READY_SKILL); 3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3548 break; 3515 break;
3549 3516
3550 case BOW: 3517 case BOW:
3551 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3552 { 3519 {
3553 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3554 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3521 "H<Its name indicates that it belongs to somebody else.>");
3555 if (tmp != NULL) 3522 if (tmp)
3556 (void) insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3524
3557 return 1; 3525 return 1;
3558 } 3526 }
3559 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3527
3560 {
3561 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3562 if (tmp != NULL)
3563 (void) insert_ob_in_ob (tmp, who);
3564 return 1;
3565 }
3566 /*FALLTHROUGH*/ case WAND: 3528 /*FALLTHROUGH*/
3529 case WAND:
3567 case ROD: 3530 case ROD:
3568 case HORN: 3531 case HORN:
3569 /* check for skill, alter player status */ 3532 /* check for skill, alter player status */
3533
3534 if (!skop)
3535 {
3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3537 return 1;
3538 }
3539
3570 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3571 if (skop)
3572 change_skill (who, skop, 0); 3541 who->change_skill (skop);
3573 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3574 3542
3575 if (who->type == PLAYER) 3543 if (who->contr)
3576 { 3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3548
3577 if (op->type == BOW) 3549 if (op->type == BOW)
3578 { 3550 {
3551 who->current_weapon = op;
3579 (void) change_abil (who, op); 3552 change_abil (who, op);
3580 new_draw_info_format (NDI_UNIQUE, 0, who,
3581 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3582 who->contr->shoottype = range_bow;
3583 } 3554 }
3584 else
3585 {
3586 who->contr->shoottype = range_misc;
3587 }
3588 } 3555 }
3589 else 3556 else
3590 { 3557 {
3591 if (op->type == BOW) 3558 if (op->type == BOW)
3592 SET_FLAG (who, FLAG_READY_BOW); 3559 SET_FLAG (who, FLAG_READY_BOW);
3593 else 3560 else
3594 SET_FLAG (who, FLAG_READY_RANGE); 3561 SET_FLAG (who, FLAG_READY_RANGE);
3595 } 3562 }
3563
3596 break; 3564 break;
3597 3565
3598 case BUILDER: 3566 case BUILDER:
3599 if (who->contr->ranges[range_builder]) 3567 if (who->type == PLAYER)
3568 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3600 unapply_special (who, who->contr->ranges[range_builder], 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3601 who->contr->shoottype = range_builder; 3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574
3602 who->contr->ranges[range_builder] = op; 3575 who->contr->ranged_ob = op;
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3576 }
3604 break; 3577 break;
3605 3578
3606 default: 3579 default:
3607 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3608 } /* end of switch op->type */ 3581 }
3609 3582
3610 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3611 3584
3612 if (tmp != NULL) 3585 if (tmp)
3613 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3614 3587
3615 fix_player (who); 3588 who->update_stats ();
3616 3589
3617 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3618 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3619 * you don't know anything about them. 3592 * you don't know anything about them.
3620 */ 3593 */
3621 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3622 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3623 3596
3624 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3625 {
3626 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3627 { 3599 {
3628 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3600 who->failmsg (
3601 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 );
3629 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3630 } 3605 }
3631 } 3606
3632 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3633 {
3634 /* if multiple objects were applied, update both slots */
3635 if (tmp)
3636 esrv_send_item (who, tmp);
3637 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3638 } 3609
3639 return 0; 3610 return 0;
3640} 3611}
3641
3642 3612
3643int 3613int
3644monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3645{ 3615{
3646 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3647 return 1; 3617 return 1;
3618
3648 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3649} 3620}
3650 3621
3651/** 3622/**
3652 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3657auto_apply (object *op) 3628auto_apply (object *op)
3658{ 3629{
3659 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3660 int i; 3631 int i;
3661 3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3634
3662 switch (op->type) 3635 switch (op->type)
3663 { 3636 {
3664 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3665 if (!HAS_RANDOM_ITEMS (op)) 3638 if (!op->has_random_items ())
3666 return 0; 3639 return 0;
3640
3667 do 3641 do
3668 { 3642 {
3669 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3670 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3671 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3672 if (tmp == NULL) 3650 if (tmp == NULL)
3673 return 0; 3651 return 0;
3652
3674 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3675 { 3654 {
3676 free_object (tmp); 3655 tmp->destroy ();
3677 tmp = NULL; 3656 tmp = NULL;
3678 } 3657 }
3679 } 3658 }
3680 while (!tmp); 3659 while (!tmp);
3660
3681 tmp->x = op->x; 3661 tmp->x = op->x;
3682 tmp->y = op->y; 3662 tmp->y = op->y;
3683 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3684 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686 identify (tmp); 3665 identify (tmp);
3687 break; 3666 break;
3688 3667
3689 case TREASURE: 3668 case TREASURE:
3690 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3691 return 0; 3670 return 0;
3671
3692 while ((op->stats.hp--) > 0) 3672 while (op->stats.hp-- > 0)
3693 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3694 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3674 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3695 3675
3696 /* If we generated an object and put it in this object inventory, 3676 /* If we generated an object and put it in this object inventory,
3697 * move it to the parent object as the current object is about 3677 * move it to the parent object as the current object is about
3698 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3699 * that is put inside other objects. 3679 * that is put inside other objects.
3700 */ 3680 */
3701 for (tmp = op->inv; tmp; tmp = tmp2)
3702 {
3703 tmp2 = tmp->below;
3704 remove_ob (tmp);
3705 if (op->env) 3681 if (op->env)
3706 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3707 else 3683 op->env->insert (op->inv);
3708 free_object (tmp); 3684
3709 } 3685 op->destroy ();
3710 remove_ob (op);
3711 free_object (op);
3712 break; 3686 break;
3713 } 3687 }
3714 return tmp ? 1 : 0;
3715}
3716 3688
3689 return !!tmp;
3690}
3691
3717/** 3692/**
3718 * fix_auto_apply goes through the entire map (only the first time 3693 * fix_auto_apply goes through the entire map every time a map
3719 * when an original map is loaded) and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3720 * certain objects (most initialization of chests and creation of 3695 * certain objects (most initialization of chests and creation of
3721 * treasures and stuff). Calls auto_apply if appropriate. 3696 * treasures and stuff). Calls auto_apply if appropriate.
3722 */ 3697 */
3723void 3698void
3724fix_auto_apply (mapstruct *m) 3699maptile::fix_auto_apply ()
3725{ 3700{
3726 object *tmp, *above = NULL; 3701 if (!spaces)
3727 int x, y;
3728
3729 if (m == NULL)
3730 return; 3702 return;
3731 3703
3732 for (x = 0; x < MAP_WIDTH (m); x++) 3704 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for (y = 0; y < MAP_HEIGHT (m); y++) 3705 for (object *tmp = ms->bot; tmp; )
3734 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3735 { 3706 {
3736 above = tmp->above; 3707 object *above = tmp->above;
3737 3708
3738 if (tmp->inv) 3709 if (tmp->inv)
3739 { 3710 {
3740 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3741 3712
3742 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3743 { 3714 {
3744 invnext = invtmp->below; 3715 invnext = invtmp->below;
3745 3716
3746 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3747 auto_apply (invtmp); 3718 auto_apply (invtmp);
3748 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3749 { 3720 {
3750 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3751 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3752
3753 invtmp->randomitems = NULL;
3754 }
3755 else if (invtmp && invtmp->arch
3756 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3757 {
3758 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3723
3724 invtmp->randomitems = NULL;
3725 }
3726 else if (invtmp && invtmp->arch
3727 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3728 {
3729 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3759 /* Need to clear this so that we never try to create 3730 /* Need to clear this so that we never try to create
3760 * treasure again for this object 3731 * treasure again for this object
3761 */ 3732 */
3762 invtmp->randomitems = NULL; 3733 invtmp->randomitems = NULL;
3763 } 3734 }
3764 } 3735 }
3765 /* This is really temporary - the code at the bottom will 3736 /* This is really temporary - the code at the bottom will
3766 * also set randomitems to null. The problem is there are bunches 3737 * also set randomitems to null. The problem is there are bunches
3767 * of maps/players already out there with items that have spells 3738 * of maps/players already out there with items that have spells
3768 * which haven't had the randomitems set to null yet. 3739 * which haven't had the randomitems set to null yet.
3769 * MSW 2004-05-13 3740 * MSW 2004-05-13
3770 * 3741 *
3771 * And if it's a spellbook, it's better to set randomitems to NULL too, 3742 * And if it's a spellbook, it's better to set randomitems to NULL too,
3772 * else you get two spells in the book ^_- 3743 * else you get two spells in the book ^_-
3773 * Ryo 2004-08-16 3744 * Ryo 2004-08-16
3774 */ 3745 */
3775 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3776 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3747 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3777 tmp->randomitems = NULL;
3778
3779 }
3780
3781 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3782 auto_apply (tmp);
3783 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3784 {
3785 while ((tmp->stats.hp--) > 0)
3786 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3787 tmp->randomitems = NULL; 3748 tmp->randomitems = NULL;
3749
3788 } 3750 }
3751
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3753 auto_apply (tmp);
3754 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3755 {
3756 while ((tmp->stats.hp--) > 0)
3757 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3758 tmp->randomitems = NULL;
3759 }
3789 else if (tmp->type == TIMED_GATE) 3760 else if (tmp->type == TIMED_GATE)
3790 { 3761 {
3791 object *head = tmp->head != NULL ? tmp->head : tmp; 3762 object *head = tmp->head != NULL ? tmp->head : tmp;
3792 3763
3793 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3764 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3794 {
3795 tmp->speed = 0; 3765 tmp->set_speed (0);
3796 update_ob_speed (tmp);
3797 }
3798 } 3766 }
3799 /* This function can be called everytime a map is loaded, even when 3767 /* This function can be called everytime a map is loaded, even when
3800 * swapping back in. As such, we don't want to create the treasure 3768 * swapping back in. As such, we don't want to create the treasure
3801 * over and ove again, so after we generate the treasure, blank out 3769 * over and ove again, so after we generate the treasure, blank out
3802 * randomitems so if it is swapped in again, it won't make anything. 3770 * randomitems so if it is swapped in again, it won't make anything.
3803 * This is a problem for the above objects, because they have counters 3771 * This is a problem for the above objects, because they have counters
3804 * which say how many times to make the treasure. 3772 * which say how many times to make the treasure.
3805 */ 3773 */
3806 else if (tmp && tmp->arch && tmp->type != PLAYER 3774 else if (tmp && tmp->arch && tmp->type != PLAYER
3807 && tmp->type != TREASURE && tmp->type != SPELL 3775 && tmp->type != TREASURE && tmp->type != SPELL
3808 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3809 { 3777 {
3810 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3811 tmp->randomitems = NULL; 3779 tmp->randomitems = NULL;
3812 } 3780 }
3781
3782 // close all containers
3783 else if (tmp->type == CONTAINER)
3784 tmp->flag [FLAG_APPLIED] = 0;
3785
3786 tmp = above;
3813 } 3787 }
3814 3788
3815 for (x = 0; x < MAP_WIDTH (m); x++) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3816 for (y = 0; y < MAP_HEIGHT (m); y++) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3817 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3818 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3819 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3820} 3793}
3821 3794
3822/** 3795/**
3823 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3824 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3825 * that doesn't work with the new spell code. Since we know what 3798 * that doesn't work with the new spell code. Since we know what
3826 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3827 */ 3800 */
3828
3829void 3801void
3830eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3831{ 3803{
3832 object *force; 3804 object *force;
3833 int i, did_one = 0; 3805 int i, did_one = 0;
3834 sint8 k;
3835 3806
3836 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3837 3810
3838 for (i = 0; i < NUM_STATS; i++)
3839 {
3840 k = get_attr_value (&food->stats, i);
3841 if (k)
3842 {
3843 set_attr_value (&force->stats, i, k);
3844 did_one = 1;
3845 }
3846 }
3847
3848 /* check if we can protect the eater */
3849 for (i = 0; i < NROFATTACKS; i++)
3850 {
3851 if (food->resist[i] > 0)
3852 {
3853 force->resist[i] = food->resist[i] / 2;
3854 did_one = 1;
3855 }
3856 }
3857 if (did_one)
3858 {
3859 force->speed = 0.1;
3860 update_ob_speed (force);
3861 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3862 force->stats.food = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3863 SET_FLAG (force, FLAG_IS_USED_UP); 3813
3864 SET_FLAG (force, FLAG_APPLIED); 3814 if (force = who->force_find (key))
3865 change_abil (who, force); 3815 {
3866 insert_ob_in_ob (force, who); 3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3867 } 3825 }
3868 else 3826 else
3869 { 3827 {
3870 free_object (force); 3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3832 for (i = 0; i < NUM_STATS; i++)
3833 if (sint8 k = food->stats.stat (i))
3834 {
3835 force->stats.stat (i) = k;
3836 did_one = 1;
3837 }
3838
3839 /* check if we can protect the eater */
3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3842 if (food->resist[i] > 0)
3843 {
3844 force->resist[i] = food->resist[i];
3845 did_one = 1;
3846 }
3847 }
3848
3849 if (did_one)
3850 {
3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3852
3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3855 }
3856 else
3857 force->destroy ();
3871 } 3858 }
3872 3859
3873 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3874 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3875 { 3862 {
3876 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3877 { 3864 {
3878 strcpy (who->contr->killer, food->name); 3865 who->contr->killer = food;
3879 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3881 } 3868 }
3882 else 3869 else
3883 { 3870 {
3884 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3885 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3886 else 3873 else
3887 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3888 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3889 } 3877 }
3890 } 3878 }
3879
3891 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3892 { 3881 {
3893 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3894 { 3883 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3896 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3897 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3898 who->stats.sp = 0; 3887 who->stats.sp = 0;
3899 } 3888 }
3900 else 3889 else
3901 { 3890 {
3902 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3903 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3904 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3905 } 3894 }
3906 } 3895 }
3907 fix_player (who);
3908}
3909 3896
3910 3897 who->update_stats ();
3911/**
3912 * Designed primarily to light torches/lanterns/etc.
3913 * Also burns up burnable material too. First object in the inventory is
3914 * the selected object to "burn". -b.t.
3915 */
3916
3917void
3918apply_lighter (object *who, object *lighter)
3919{
3920 object *item;
3921 int is_player_env = 0;
3922 uint32 nrof;
3923 tag_t count;
3924 char item_name[MAX_BUF];
3925
3926 item = find_marked_object (who);
3927 if (item)
3928 {
3929 if (lighter->last_eat && lighter->stats.food)
3930 { /* lighter gets used up */
3931 /* Split multiple lighters if they're being used up. Otherwise *
3932 * one charge from each would be used up. --DAMN */
3933 if (lighter->nrof > 1)
3934 {
3935 object *oneLighter = get_object ();
3936
3937 copy_object (lighter, oneLighter);
3938 lighter->nrof -= 1;
3939 oneLighter->nrof = 1;
3940 oneLighter->stats.food--;
3941 esrv_send_item (who, lighter);
3942 oneLighter = insert_ob_in_ob (oneLighter, who);
3943 esrv_send_item (who, oneLighter);
3944 }
3945 else
3946 {
3947 lighter->stats.food--;
3948 }
3949
3950 }
3951 else if (lighter->last_eat)
3952 { /* no charges left in lighter */
3953 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3954 return;
3955 }
3956 /* Perhaps we should split what we are trying to light on fire?
3957 * I can't see many times when you would want to light multiple
3958 * objects at once.
3959 */
3960 nrof = item->nrof;
3961 count = item->count;
3962 /* If the item is destroyed, we don't have a valid pointer to the
3963 * name object, so make a copy so the message we print out makes
3964 * some sense.
3965 */
3966 strcpy (item_name, item->name);
3967 if (who == is_player_inv (item))
3968 is_player_env = 1;
3969
3970 save_throw_object (item, AT_FIRE, who);
3971 /* Change to check count and not freed, since the object pointer
3972 * may have gotten recycled
3973 */
3974 if ((nrof != item->nrof) || (count != item->count))
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3977 /* Need to update the player so that the players glow radius
3978 * gets changed.
3979 */
3980 if (is_player_env)
3981 fix_player (who);
3982 }
3983 else
3984 {
3985 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3986 }
3987
3988 }
3989 else /* nothing to light */
3990 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3991
3992} 3898}
3899
3993 3900
3994/** 3901/**
3995 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3996 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3997 */ 3904 */
4003 3910
4004 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
4005 { /* wonder */ 3912 { /* wonder */
4006 object *tmp; 3913 object *tmp;
4007 3914
4008 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
4009 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
4010 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
4011 free_object (tmp); 3918 tmp->destroy ();
4012 } 3919 }
4013 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
4014 { /* drain mana */ 3921 { /* drain mana */
4015 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
4016 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4017 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
4018 op->stats.sp = 0; 3925 op->stats.sp = 0;
4019 } 3926 }
4020 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
4021 { 3928 {
4022 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
4023 { /* confusion */ 3930 { /* confusion */
4024 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
4025 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
4026 } 3933 }
4027 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
4028 { /* paralysis */ 3935 { /* paralysis */
4029 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
4030 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
4031 } 3938 }
4032 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
4033 { /* blind */ 3940 { /* blind */
4034 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
4035 blind_player (op, op, power); 3942 blind_player (op, op, power);
4036 } 3943 }
4037 else if (failure <= -80) 3944 else if (failure <= -80)
4038 { /* blast the immediate area */ 3945 { /* blast the immediate area */
4039 object *tmp;
4040
4041 tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
4042 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
4043 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
4044 free_object (tmp); 3949 tmp->destroy ();
4045 } 3950 }
4046 } 3951 }
4047} 3952}
4048 3953
4049void 3954void
4053 for the race, put the excess stat some 3958 for the race, put the excess stat some
4054 where else. */ 3959 where else. */
4055 3960
4056 switch (change->type) 3961 switch (change->type)
4057 { 3962 {
4058 case CLASS: 3963 case CLASS:
4059 { 3964 {
4060 living *stats = &(pl->contr->orig_stats); 3965 living *stats = &(pl->contr->orig_stats);
4061 living *ns = &(change->stats); 3966 living *ns = &(change->stats);
4062 object *walk; 3967 object *walk;
4063 int flag_change_face = 1; 3968 int flag_change_face = 1;
4064 3969
4065 /* the following code assigns stats up to the stat max 3970 /* the following code assigns stats up to the stat max
4066 * for the race, and if the stat max is exceeded, 3971 * for the race, and if the stat max is exceeded,
4067 * tries to randomly reassign the excess stat 3972 * tries to randomly reassign the excess stat
4068 */ 3973 */
4069 int i, j; 3974 int i, j;
4070 3975
4071 for (i = 0; i < NUM_STATS; i++) 3976 for (i = 0; i < NUM_STATS; i++)
4072 { 3977 {
4073 sint8 stat = get_attr_value (stats, i); 3978 int race_bonus = pl->arch->stats.stat (i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
4075 3980
4076 stat += get_attr_value (ns, i);
4077 if (stat > 20 + race_bonus) 3981 if (stat > 20 + race_bonus)
4078 { 3982 {
4079 excess_stat++; 3983 excess_stat++;
4080 stat = 20 + race_bonus; 3984 stat = 20 + race_bonus;
4081 } 3985 }
4082 set_attr_value (stats, i, stat); 3986
3987 stats->stat (i) = stat;
4083 } 3988 }
4084 3989
4085 for (j = 0; excess_stat > 0 && j < 100; j++) 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
4086 { /* try 100 times to assign excess stats */ 3991 { /* try 100 times to assign excess stats */
4087 int i = rndm (0, 6); 3992 int i = rndm (0, 6);
4088 int stat = get_attr_value (stats, i);
4089 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4090 3993
4091 if (i == CHA) 3994 if (i == CHA)
4092 continue; /* exclude cha from this */ 3995 continue; /* exclude cha from this */
3996
3997 int stat = stats->stat (i);
3998 int race_bonus = pl->arch->stats.stat (i);
4093 if (stat < 20 + race_bonus) 3999 if (stat < 20 + race_bonus)
4094 { 4000 {
4095 change_attr_value (stats, i, 1); 4001 change_attr_value (stats, i, 1);
4096 excess_stat--; 4002 excess_stat--;
4097 } 4003 }
4098 } 4004 }
4099 4005
4100 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c 4007 * the player ref: player.c
4102 */ 4008 */
4103 if (change->randomitems != NULL) 4009 if (change->randomitems)
4104 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
4105 4011
4106
4107 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
4108 4013
4109 /* first, look for the force object banning 4014 /* first, look for the force object banning
4110 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
4111 */ 4016 */
4112 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
4113 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
4114 flag_change_face = 0; 4019 flag_change_face = 0;
4115 4020
4116 if (flag_change_face) 4021 if (flag_change_face)
4117 { 4022 {
4118 pl->animation_id = GET_ANIM_ID (change);
4119 pl->face = change->face; 4023 pl->face = change->face;
4120 4024 pl->animation_id = change->animation_id;
4121 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4122 SET_FLAG (pl, FLAG_ANIMATE);
4123 else
4124 CLEAR_FLAG (pl, FLAG_ANIMATE);
4125 } 4026 }
4126 4027
4127 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
4128 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4129 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4130 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4131 4032
4132 break; 4033 break;
4133 } 4034 }
4134 } 4035 }
4135} 4036}
4136 4037
4137/** 4038/**
4138 * This handles items of type 'transformer'. 4039 * This handles items of type 'transformer'.
4155 char got[MAX_BUF]; 4056 char got[MAX_BUF];
4156 int len; 4057 int len;
4157 4058
4158 if (!pl || !transformer) 4059 if (!pl || !transformer)
4159 return; 4060 return;
4061
4160 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4063
4161 if (!marked) 4064 if (!marked)
4162 { 4065 {
4163 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4164 return; 4067 return;
4165 } 4068 }
4069
4166 if (!marked->slaying) 4070 if (!marked->slaying)
4167 { 4071 {
4168 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4169 return; 4073 return;
4170 } 4074 }
4075
4171 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4172 find = strstr (marked->slaying, transformer->arch->name); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4173 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4174 { 4079 {
4175 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4176 return; 4081 return;
4177 } 4082 }
4083
4178 find += strlen (transformer->arch->name) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
4179 /* Item can be used, now find how many and what it yields */ 4085 /* Item can be used, now find how many and what it yields */
4180 if (isdigit (*(find))) 4086 if (isdigit (*(find)))
4181 { 4087 {
4182 yield = atoi (find); 4088 yield = atoi (find);
4183 if (yield < 1) 4089 if (yield < 1)
4189 else 4095 else
4190 yield = 1; 4096 yield = 1;
4191 4097
4192 while (isdigit (*find)) 4098 while (isdigit (*find))
4193 find++; 4099 find++;
4100
4194 while (*find == ' ') 4101 while (*find == ' ')
4195 find++; 4102 find++;
4103
4196 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4105
4197 if ((separator = strchr (find, ';')) != NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
4198 {
4199 len = separator - find; 4107 len = separator - find;
4200 }
4201 else 4108 else
4202 {
4203 len = strlen (find); 4109 len = strlen (find);
4204 } 4110
4205 if (len > MAX_BUF - 1) 4111 if (len > MAX_BUF - 1)
4206 len = MAX_BUF - 1; 4112 len = MAX_BUF - 1;
4113
4207 strcpy (got, find); 4114 strcpy (got, find);
4208 got[len] = '\0'; 4115 got[len] = '\0';
4209 4116
4210 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4211 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4212 if (!new_item) 4119 if (!new_item)
4213 { 4120 {
4214 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4215 return; 4122 return;
4216 } 4123 }
4124
4217 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
4218 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4219 insert_ob_in_ob (new_item, pl); 4128
4220 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
4221 /* Eat up one item */ 4130 /* Eat up one item */
4222 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4132
4223 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4224 if (transformer->stats.food) 4134 if (transformer->stats.food)
4225 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4226 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4227} 4137}
4138

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines