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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.30 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * 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.
42 * 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.
43 */ 41 */
56 * subtype 5: arch or race 54 * subtype 5: arch or race
57 * subtype 7: all three 55 * subtype 7: all three
58 */ 56 */
59 if (op->subtype) 57 if (op->subtype)
60 { 58 {
61 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
64 } 62 }
65 else 63 else
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* 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,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 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))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * 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.
96 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
97 */ 94 */
98static int 95static int
99apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
100{ 97{
101 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 99
104 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
105 return 0; 101 return 0;
106 102
107 /* 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
108 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
109 */ 105 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 107 return 0;
112 108
113 marked = find_marked_object (pl);
114 /* 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
115 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
116 */ 111 */
112 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 114 {
119 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
120 { 116 {
121 identify (marked); 117 identify (marked);
122 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));
123 if (marked->msg) 120 if (marked->msg)
124 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
127 } 124 }
128 return money == NULL;
129 } 125 }
130 }
131 126
132 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
133 { 128 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 130 {
136 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
137 { 132 {
138 identify (id); 133 identify (id);
139 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));
140 if (id->msg) 136 if (id->msg)
141 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
148 break; 141 break;
149 } 142 }
150 else 143 else
151 { 144 {
152 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");
153 break; 146 break;
154 } 147 }
155 } 148 }
156 } 149 }
157 if (!success) 150
158 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
159 return money == NULL; 156 return !money;
160} 157}
161 158
162/** 159/**
163 * 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
164 * matching item. 161 * matching item.
165 **/ 162 **/
166static void 163void
167handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
168{ 165{
169 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 168}
190 169
191/** 170/**
192 * Handles applying a potion. 171 * Handles applying a potion.
193 */ 172 */
195apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
196{ 175{
197 int got_one = 0, i; 176 int got_one = 0, i;
198 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
199 178
200 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
201 180
202 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)
203 { 182 {
204 if (op->type == PLAYER)
205 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
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 186 return 0;
208 } 187 }
209 188
210 if (op->type == PLAYER) 189 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 191 identify (tmp);
214 }
215 192
216 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
217 194
218 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 198 object *depl;
222 archetype *at; 199 archetype *at;
223 200
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 202 {
226 drain_stat (op); 203 op->drain_stat ();
227 fix_player (op); 204 op->update_stats ();
228 decrease_ob (tmp); 205 tmp->decrease ();
229 return 1; 206 return 1;
230 } 207 }
208
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 210 {
233 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 212 return 0;
235 } 213 }
214
236 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
237 if (depl != NULL) 217 if (depl)
238 { 218 {
239 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
241 { 221 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
243 } 223 depl->destroy ();
244 remove_ob (depl); 224 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 225 }
248 else 226 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
250 228
251 decrease_ob (tmp); 229 tmp->decrease ();
252 return 1; 230 return 1;
253 } 231 }
254 232
255 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 235 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
260 { 237 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 239 {
263 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
264 { 241 {
265 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
266 break; 243 break;
267 } 244 }
245
268 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
269 { 247 {
270 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
271 break; 249 break;
272 } 250 }
251
273 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
274 { 253 {
275 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
276 break; 255 break;
277 } 256 }
281 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
282 { 261 {
283 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
284 break; 263 break;
285 } 264 }
265
286 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
287 { 267 {
288 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
289 break; 269 break;
290 } 270 }
271
291 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
292 { 273 {
293 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
294 break; 275 break;
295 } 276 }
296 } 277 }
297 } 278 }
279
298 /* Just makes checking easier */ 280 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 281 if (i < MIN (11, op->level))
300 got_one = 1; 282 got_one = 1;
283
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 285 {
303 if (got_one) 286 if (got_one)
304 { 287 {
305 fix_player (op); 288 op->update_stats ();
306 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 "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
309 } 292 }
310 else 293 else
311 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.");
312 } 295 }
313 else 296 else
314 { /* cursed potion */ 297 { /* cursed potion */
315 if (got_one) 298 if (got_one)
316 { 299 {
317 fix_player (op); 300 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
319 } 302 }
320 else 303 else
321 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);
322 } 305 }
306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
338 322 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 323 }
348 else 324 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 326
351 decrease_ob (tmp); 327 tmp->decrease ();
328
352 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 331 op->update_stats ();
332
355 return 1; 333 return 1;
356 } 334 }
357 335
358 /* Deal with protection potions */ 336 /* Deal with protection potions */
359 force = NULL; 337 force = NULL;
361 { 339 {
362 if (tmp->resist[i]) 340 if (tmp->resist[i])
363 { 341 {
364 if (!force) 342 if (!force)
365 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
368 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 */
369 } 348 }
370 } 349 }
350
371 /* This is a protection potion */ 351 /* This is a protection potion */
372 if (force) 352 if (force)
373 { 353 {
374 /* cursed items last longer */ 354 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 357 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 361 }
362
382 force->speed_left = -1; 363 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 367 change_abil (op, force);
387 decrease_ob (tmp); 368 tmp->decrease ();
388 return 1; 369 return 1;
389 } 370 }
390 371
391 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 373 if (op->type == PLAYER)
393 { /* only for players */ 374 { /* only for players */
394 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)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 379 else
397 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
398 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
400 } 384 }
401 385
402 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 389 * up all the stats.
406 */ 390 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 392 op->update_stats ();
409 decrease_ob (tmp); 393 tmp->decrease ();
410 return 1; 394 return 1;
411} 395}
412 396
413/**************************************************************************** 397/****************************************************************************
414 * Weapon improvement code follows 398 * Weapon improvement code follows
415 ****************************************************************************/ 399 ****************************************************************************/
416 400
417/** 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/**
418 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
419 */ 419 */
420static int 420static int
421check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
422{ 422{
423 int count = 0; 423 int count = 0;
424 424
425 425 if (!item)
426 if (item == NULL)
427 return 0; 426 return 0;
428 op = op->below; 427
429 while (op != NULL) 428 for (op = op->below; op; op = op->below)
430 { 429 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 432 count += op->number_of ();
440 } 433
441 }
442 op = op->below;
443 }
444 return count; 434 return count;
445} 435}
446 436
447/** 437/**
448 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 439 * op is typically the player, which is only
450 * really used to determine what space to look at. 440 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
452 */ 442 */
453static void 443static void
454eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 445{
456 object *prev; 446 object *prev;
457 447
458 prev = op; 448 prev = op;
459 op = op->below; 449 op = op->below;
460 450
461 while (op != NULL) 451 while (op)
462 { 452 {
463 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
464 { 454 {
465 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
466 { 456 {
467 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
468 return; 458 return;
469 } 459 }
470 else 460 else
471 { 461 {
472 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
473 nrof -= op->nrof; 463 nrof -= op->nrof;
474 } 464 }
465
475 op = prev; 466 op = prev;
476 } 467 }
468
477 prev = op; 469 prev = op;
478 op = op->below; 470 op = op->below;
479 } 471 }
480} 472}
481 473
482/** 474/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 477 */
538static int 478static int
539check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
540{ 480{
541 int count = 0; 481 int count = 0;
542 482
543 if (improver->slaying != NULL) 483 if (improver->slaying)
544 { 484 {
545 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
546 if (count < 1) 486 if (count < 1)
547 { 487 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 489 return 0;
553 } 490 }
554 } 491 }
555 else 492 else
556 count = 1; 493 count = 1;
559} 496}
560 497
561/** 498/**
562 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
563 */ 500 */
564int 501static int
565improve_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)
566{ 503{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 504 stat += sacrifice_count;
570 weapon->last_eat++; 505 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
572 decrease_ob (improver);
573 507
574 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
575 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
576 return 1; 517 return 1;
577} 518}
578 519
579/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 525#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 527#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 530#define IMPROVE_INT 10
590#define IMPROVE_POW 11 531#define IMPROVE_POW 11
591
592 532
593/** 533/**
594 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
596 */ 536 */
597
598int 537int
599prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
600{ 539{
601 int sacrifice_count, i; 540 int sacrifice_count, i;
602 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
603 542
604 if (weapon->level != 0) 543 if (weapon->level != 0)
605 { 544 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
607 return 0; 546 return 0;
608 } 547 }
548
609 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 550 if (weapon->resist[i])
611 break; 551 break;
612 552
613 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
620 { 560 {
621 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.>");
622 return 0; 564 return 0;
623 } 565 }
566
624 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
626 return 0; 569 return 0;
570
627 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
630 573
631 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 ));
632 579
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 583 slot at once! */
637 decrease_ob (improver); 584 improver->decrease ();
638 weapon->last_eat = 0; 585 weapon->last_eat = 0;
639 return 1; 586 return 1;
640} 587}
641
642 588
643/** 589/**
644 * 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.
645 * This is the new improve weapon code. 591 * This is the new improve weapon code.
646 * 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.
655improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
656{ 602{
657 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
658 604
659 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
662 } 607
663 if (weapon->level == 0) 608 if (weapon->level == 0)
664 { 609 {
665 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.>");
666 return 0; 613 return 0;
667 } 614 }
668 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
669 { 618 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 620 return 0;
672 } 621 }
673 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))
674 { 625 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 627 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
678 return 0; 629 return 0;
679 } 630 }
631
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 635 * weapon can be improved.
684 */ 636 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 638 {
687 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 642 weapon->last_eat++;
691 643
692 weapon->item_power++; 644 weapon->item_power++;
693 decrease_ob (improver); 645 improver->decrease ();
694 return 1; 646 return 1;
695 } 647 }
648
696 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 650 {
698 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 653 if (weapon->weight < 1)
701 weapon->weight = 1; 654 weapon->weight = 1;
655
702 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));
703 weapon->last_eat++; 657 weapon->last_eat++;
704 weapon->item_power++; 658 weapon->item_power++;
705 decrease_ob (improver); 659 improver->decrease ();
706 return 1; 660 return 1;
707 } 661 }
662
708 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 664 {
710 weapon->magic++; 665 weapon->magic++;
711 weapon->last_eat++; 666 weapon->last_eat++;
712 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));
713 decrease_ob (improver); 668 improver->decrease ();
714 weapon->item_power++; 669 weapon->item_power++;
715 return 1; 670 return 1;
716 } 671 }
717 672
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
724 679
725 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
727 { 682 {
728 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));
729 return 0; 684 return 0;
730 } 685 }
686
731 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 688 weapon->item_power++;
733 689
734 switch (improver->stats.sp) 690 switch (improver->stats.sp)
735 { 691 {
736 case IMPROVE_STR:
737 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");
738 case IMPROVE_DEX:
739 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");
740 case IMPROVE_CON:
741 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");
742 case IMPROVE_WIS:
743 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");
744 case IMPROVE_CHA:
745 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");
746 case IMPROVE_INT:
747 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");
748 case IMPROVE_POW:
749 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");
750 default: 699 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
752 } 701 }
702
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 704 return 0;
755} 705}
756 706
757/** 707/**
764{ 714{
765 object *otmp; 715 object *otmp;
766 716
767 if (op->type != PLAYER) 717 if (op->type != PLAYER)
768 return 0; 718 return 0;
719
769 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))
770 { 721 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 723 return 0;
773 } 724 }
725
774 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
775 if (!otmp) 728 if (!otmp)
776 { 729 {
777 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.>");
778 return 0; 731 return 0;
779 } 732 }
733
780 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 735 {
782 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!");
783 return 0; 737 return 0;
784 } 738 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
786 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
788 return 1; 744 return 1;
789} 745}
790 746
815{ 771{
816 object *tmp; 772 object *tmp;
817 773
818 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
819 { 775 {
820 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!");
821 return 0; 777 return 0;
822 } 778 }
779
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 783 * of gnarg and what not?)
827 */ 784 */
828 if (armour->title) 785 if (armour->title)
829 { 786 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 788 return 0;
832 } 789 }
833 790
834 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
836 */ 793 */
837 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 795
842 armour->magic++; 796 armour->magic++;
843 797
844 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
845 { 799 {
850 { 804 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 806 pow++;
853 } 807 }
854 808
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 810 }
857 else 811 else
858 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;
859 813
860 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
861 { 815 {
862 int base = 100; 816 int base = 100;
863 int pow = 0; 817 int pow = 0;
866 { 820 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 822 pow++;
869 } 823 }
870 824
871 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
872 } 826 }
873 else 827 else
874 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;
875 829
876 if (armour->weight <= 0) 830 if (armour->weight <= 0)
877 { 831 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 833 armour->weight = 1;
880 } 834 }
881 835
882 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);
883 837
884 if (op->type == PLAYER) 838 if (op->type == PLAYER)
885 { 839 {
886 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 843 op->update_stats ();
889 } 844 }
890 decrease_ob (improver); 845
846 improver->decrease ();
847
891 if (tmp) 848 if (tmp)
892 { 849 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 850
894 esrv_send_item (op, tmp);
895 }
896 return 1; 851 return 1;
897} 852}
898
899 853
900/* 854/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
903 */ 857 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 858 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
911 * 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
912 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
913 */ 862 */
914int 863int
915convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
916{ 865{
917 int nr = 0;
918 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;
919 875
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
923 */ 879 */
924 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
925 { 881 {
926 int cost;
927
928 if (item->type != MONEY) 882 if (item->type != MONEY)
929 return 0; 883 return 0;
930 884
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 886 if (!nr)
933 return 0; 887 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 888
935 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 890
937 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
939 894
940 price_in = cost * item->value; 895 price_in = cost * item->value;
941 } 896 }
942 else 897 else
943 { 898 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
946 return 0; 902 return 0;
947 903
948 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
949 { 907 {
950 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
953 } 911 }
954 else 912 else
955 { 913 {
956 price_in = item->value; 914 price_in = item->value;
957 remove_ob (item); 915 item->destroy ();
958 free_object (item);
959 } 916 }
960 } 917 }
961 918
962 if (converter->inv != NULL) 919 if (converter->inv)
963 { 920 {
964 object *ob; 921 object *ob;
965 int i; 922 int i;
966 object *ob_to_copy; 923 object *ob_to_copy;
967 924
968 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 929 ob_to_copy = ob;
975 } 930
976 } 931 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 934 }
981 else 935 else
982 { 936 {
983 if (converter->other_arch == NULL) 937 if (!conv_to)
984 { 938 {
985 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",
986 &converter->name, converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 941 return -1;
988 } 942 }
989 943
990 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 946 }
993 947
994 if (CONV_NR (converter)) 948 if (give)
995 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
996 if (nr) 951 if (nr)
997 item->nrof *= nr; 952 item->nrof *= nr;
998 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 966 {
1002 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",
1003 &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);
1004
1005 /** 969 /**
1006 * 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
1007 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1008 */ 972 */
1009 } 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
1010 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);
1011 return 1; 981 return 1;
1012} 982}
1013 983
1014/** 984/**
1015 * Handle apply on containers. 985 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
1019 */ 989 */
1020
1021int 990int
1022apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
1023{ 992{
1024 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 994 return 0; /* This might change */
1029 995
1030 if (sack == NULL || sack->type != CONTAINER) 996 if (!sack || sack->type != CONTAINER)
1031 { 997 {
1032 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]");
1033 return 0; 999 return 0;
1034 } 1000 }
1035 op->contr->last_used = NULL; 1001
1036 op->contr->last_used_id = 0; 1002 op->contr->last_used = 0;
1037 1003
1038 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;
1039 { 1008 }
1040 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)
1041 { 1014 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1015 // open on ground or inv, so close
1016 op->close_container ();
1043 return 1; 1017 return 1;
1044 } 1018 }
1045 /* It's on the ground, the problems begin */ 1019 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1020 {
1060 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;
1061 { 1024 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1025
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1026 // fall through to opening it (active in inv)
1091 { 1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1031 op->close_container ();
1093 { 1032 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1033 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 1035 return 1;
1097 apply_container (op, tmp); 1036 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1037
1099 op->container = sack; 1038 // it's locked?
1100 strcat (buf, query_name (sack)); 1039 if (sack->slaying)
1101 strcat (buf, "."); 1040 {
1102 } 1041 if (object *tmp = find_key (op, op, sack))
1103 else 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1043 else
1111 { 1044 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 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)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1046 return 1;
1148 } 1047 }
1149 }
1150 } 1048 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049
1152 if (op->contr) 1050 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1051
1154 return 1; 1052 return 1;
1155} 1053}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1054
1282/** 1055/**
1283 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1285 */ 1058 */
1288{ 1061{
1289 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 1064 return 0;
1292 1065
1293 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1294 { 1067 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * 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
1297 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1298 */ 1071 */
1299 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1300 { 1073 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1077 * old maps.
1305 */ 1078 */
1306 1079
1307/* push_button (altar);*/ 1080/* push_button (altar);*/
1308 } 1081 }
1309 else 1082 else
1310 { 1083 {
1311 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1312 push_button (altar); 1085 push_button (altar, originator);
1313 } 1086 }
1314 1087
1315 return !sacrifice; 1088 return !sacrifice;
1316 } 1089 }
1317 else 1090 else
1332 double opinion; 1105 double opinion;
1333 object *tmp, *next; 1106 object *tmp, *next;
1334 1107
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1109
1337 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 ())
1338 { 1122 {
1339 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1341 * the shop. 1125 * the shop.
1342 */ 1126 */
1346 1130
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1132 {
1349 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);
1350 1134
1351 remove_ob (tmp);
1352
1353 if (i == -1) 1135 if (i >= 0)
1354 i = 0; 1136 tmp->move (i);
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 1137 }
1361 } 1138 }
1362 1139
1363 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1367 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1369 */ 1146 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1148 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 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);
1375 1151
1376 if (i != -1) 1152 if (i != -1)
1377 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);
1378 1154
1379 return 0; 1155 return 0;
1380 } 1156 }
1157
1381 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1383 */ 1160 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 1162 }
1386 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1387 { 1164 {
1388 /* this is only used for players */ 1165 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1175 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1179 * actually the shop floor.
1396 */ 1180 */
1397 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1398 { 1182 {
1399 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1400 1184
1401 if (opinion > 0.9) 1185 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1190 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1191 }
1410 } 1192 }
1411 else 1193 else
1412 { 1194 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1197 * they are not on the mat anymore
1416 */ 1198 */
1417 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);
1418 1200
1419 if (i == -1) 1201 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1203 else
1424 { 1204 {
1425 remove_ob (op); 1205 op->remove ();
1426 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1428 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;
1429 } 1209 }
1430 } 1210 }
1437 * Handles applying a sign. 1217 * Handles applying a sign.
1438 */ 1218 */
1439static void 1219static void
1440apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1441{ 1221{
1442 readable_message_type *msgType; 1222 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 1223 return;
1444 1224
1445 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1446 { 1226 {
1447 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));
1448 return; 1228 return;
1449 } 1229 }
1450 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
1451 if (sign->stats.food) 1240 if (sign->stats.food)
1452 { 1241 {
1453 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1454 { 1243 {
1455 if (!sign->move_on) 1244 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1457 return; 1247 return;
1458 } 1248 }
1459 1249
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1251 sign->last_eat++;
1466 * 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
1467 * to us). 1257 * to us).
1468 */ 1258 */
1469 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)
1470 { 1260 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1472 return; 1262 return;
1473 } 1263 }
1474 msgType = get_readable_message_type (sign); 1264
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1476 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);
1477} 1307}
1478 1308
1479/** 1309/**
1480 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1505 */ 1335 */
1506 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1507 { 1337 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[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);
1510 return; 1340 return;
1511 } 1341 }
1342
1512 recursion_depth++; 1343 recursion_depth++;
1513 if (trap->head) 1344 if (trap->head)
1514 trap = trap->head; 1345 trap = trap->head;
1515 1346
1516 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)))
1517 goto leave;
1518
1519 switch (trap->type) 1348 switch (trap->type)
1520 { 1349 {
1521 case PLAYERMOVER: 1350 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1410 hit_with_arrow (trap, victim);
1411 break;
1412
1413 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim);
1415 break;
1416
1417 case TRAPDOOR:
1523 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1524 if (!trap->stats.maxsp) 1422 if (!trap->value)
1525 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1526 1425
1527 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1528 * should be divided by trap->speed 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1428 tot += ab->head_ ()->total_weight ();
1429
1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1431 break;
1432
1433 SET_ANIMATION (trap, trap->value);
1434 update_object (trap, UP_OBJ_FACE);
1435 }
1436
1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1439 /* need to set this up, since if we do transfer the object,
1440 * ab->above would be bogus
1529 */ 1441 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1531 1443
1532 /* Just put in some sanity check. I think there is a bug in the 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1533 * above with some objects have zero speed, and thus the player 1445 {
1534 * getting permanently paralyzed. 1446 if (!sound_was_played)
1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1449 sound_was_played = 1;
1450 }
1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1454 }
1535 */ 1455 }
1536 if (victim->speed_left < -50.0) 1456 break;
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1457 }
1540 goto leave;
1541 1458
1542 case SPINNER: 1459 case CONVERTER:
1543 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 { 1461 {
1595 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1596 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 } 1464 }
1607 1465
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1466 break;
1467
1468 case TRIGGER_BUTTON:
1469 case TRIGGER_PEDESTAL:
1470 case TRIGGER_ALTAR:
1471 check_trigger (trap, victim, originator);
1472 break;
1473
1474 case DEEP_SWAMP:
1475 walk_on_deep_swamp (trap, victim);
1476 break;
1477
1478 case CHECK_INV:
1479 check_inv (victim, trap);
1480 break;
1481
1482 case HOLE:
1483 move_apply_hole (trap, victim);
1484 break;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1609 { 1488 {
1610 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1611 * ab->above would be bogus 1490 * players output.
1612 */ 1491 */
1613 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1614 1494
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1616 { 1496 victim->enter_exit (trap);
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 } 1497 }
1626 goto leave; 1498 break;
1627 }
1628 1499
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 enter_exit (victim, trap);
1686 }
1687 goto leave;
1688
1689 case ENCOUNTER: 1500 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1691 goto leave; 1502 break;
1692 1503
1693 case SHOP_MAT: 1504 case SHOP_MAT:
1694 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1695 goto leave; 1506 break;
1696 1507
1697 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1698 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1699 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1700 goto leave; 1511 break;
1701 1512
1702 case SIGN: 1513 case SIGN:
1703 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1704 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1705 1516
1706 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1707 goto leave; 1518 break;
1708 1519
1709 case CONTAINER: 1520 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1714 goto leave; 1522 break;
1715 1523
1716 case RUNE: 1524 case RUNE:
1717 case TRAP: 1525 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1721 } 1528 break;
1722 goto leave;
1723 1529
1724 default: 1530 default:
1725 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 "
1726 "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);
1727 goto leave; 1533 break;
1728 } 1534 }
1729 1535
1730leave:
1731 recursion_depth--; 1536 recursion_depth--;
1732} 1537}
1733 1538
1734/** 1539/**
1735 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1740 int lev_diff; 1545 int lev_diff;
1741 object *skill_ob; 1546 object *skill_ob;
1742 1547
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1549 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1746 return; 1551 return;
1747 } 1552 }
1553
1748 if (tmp->msg == NULL) 1554 if (!tmp->msg)
1749 { 1555 {
1750 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));
1751 return; 1557 return;
1752 } 1558 }
1753 1559
1754 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1562 if (!skill_ob)
1757 { 1563 {
1758 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));
1759 return; 1565 return;
1760 } 1566 }
1567
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1570 {
1764 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1765 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."
1766 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 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."
1768 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772 else if (lev_diff < 15)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return; 1577 return;
1777 } 1578 }
1778 1579
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1581
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1582 if (player *pl = op->contr)
1782 msgType->message_type, msgType->message_subtype, 1583 if (client *ns = pl->ns)
1783 "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));
1784 1585
1785 /* gain xp from reading */ 1586 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1588 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1590
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1592 {
1792 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */ 1595
1795 if (tmp->env) 1596 if (object *pl = tmp->visible_to ())
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 } 1598 }
1599
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 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 */
1802 } 1602 }
1803} 1603}
1804 1604
1807 * 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
1808 */ 1608 */
1809static void 1609static void
1810apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1811{ 1611{
1812 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1813 { 1613 {
1814 case 0: 1614 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1816 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)));
1817 return; 1617 break;
1818 1618
1819 case 1: 1619 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp); 1620 tmp->decrease ();
1621 op->play_sound (sound_find ("skill_learn"));
1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1822 return; 1623 break;
1823 1624
1824 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1825 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)));
1826 decrease_ob (tmp);
1827 return; 1629 break;
1828 } 1630 }
1829} 1631}
1830 1632
1831/** 1633/**
1832 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1852 return; 1654 return;
1853 } 1655 }
1854 return; 1656 return;
1855 } 1657 }
1856 1658
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1660
1859 copy_object (spell, tmp); 1661 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1662 insert_ob_in_ob (tmp, op);
1861 1663
1862 if (special_prayer) 1664 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1666
1867 esrv_add_spells (op->contr, tmp); 1667 esrv_add_spells (op->contr, tmp);
1868} 1668}
1869 1669
1870/** 1670/**
1884 { 1684 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1686 return;
1887 } 1687 }
1888 1688
1889 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));
1890 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1692 spob->destroy ();
1893 free_object (spob);
1894} 1693}
1895 1694
1896/** 1695/**
1897 * Handles player applying a spellbook. 1696 * Handles player applying a spellbook.
1898 * 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,
1903{ 1702{
1904 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1905 1704
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1706 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1909 return; 1708 return;
1910 } 1709 }
1911 1710
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1713 * legacy spellbooks
1915 */ 1714 */
1916
1917 if (tmp->slaying != NULL) 1715 if (tmp->slaying)
1918 { 1716 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1718 if (!spell)
1921 { 1719 {
1922 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));
1923 return; 1721 return;
1924 } 1722 }
1925 else 1723 else
1926 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1927 tmp->slaying = NULL; 1726 tmp->slaying = 0;
1928 } 1727 }
1929 1728
1930 skop = find_skill_by_name (op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1931 1730
1932 /* 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
1933 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1733 if (!skop)
1935 { 1734 {
1936 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));
1937 return; 1736 return;
1938 } 1737 }
1939 1738
1940 spell = tmp->inv; 1739 spell = tmp->inv;
1740
1941 if (!spell) 1741 if (!spell)
1942 { 1742 {
1943 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);
1944 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!");
1945 return; 1745 return;
1946 } 1746 }
1947 if (spell->level > (skop->level + 10)) 1747
1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1948 { 1750 {
1949 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));
1950 return; 1753 return;
1951 } 1754 }
1952 1755
1953 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));
1954 1757
1955 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1956 {
1957 identify (tmp); 1759 identify (tmp);
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->socket.update_look = 1;
1962 }
1963 1760
1964 /* 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
1965 * 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
1966 * 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
1967 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1968 */ 1765 */
1969 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1970 { 1767 {
1971 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");
1972 return; 1769 return;
1973 } 1770 }
1974 1771
1975 if (spell->skill) 1772 if (spell->skill)
1976 { 1773 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1978 1775
1979 if (!spell_skill) 1776 if (!spell_skill)
1980 { 1777 {
1981 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));
1982 return; 1779 return;
1983 } 1780 }
1984 1781
1985 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1986 { 1783 {
1987 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));
1988 return; 1785 return;
1989 } 1786 }
1990 } 1787 }
1991 1788
1992 /* Logic as follows 1789 /* Logic as follows
2001 * 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
2002 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
2003 */ 1800 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 { 1802 {
2006 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!");
2007 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));
2008 } 1805 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (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])
2011 { 1808 {
2012 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
2015 1811
2016 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 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);
2019 } 1815 }
2020 else 1816 else
2021 { 1817 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
2023 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");
2024 } 1820 }
2025 decrease_ob (tmp); 1821
1822 tmp->decrease ();
2026} 1823}
2027 1824
2028/** 1825/**
2029 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
2030 */ 1827 */
2033{ 1830{
2034 object *skop; 1831 object *skop;
2035 1832
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 { 1834 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
2039 return; 1836 return;
2040 } 1837 }
2041 1838
2042 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
2043 { 1840 {
2044 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.>");
2045 return; 1842 return;
2046 } 1843 }
2047 1844
2048 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
2049 { 1846 {
2055 */ 1852 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 1854
2058 if (!skop) 1855 if (!skop)
2059 { 1856 {
2060 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]));
2061 return; 1858 return;
2062 } 1859 }
2063 1860
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
2066 } 1863 }
2067 1864
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1866 identify (tmp);
2070 1867
2071 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));
2072
2073 1869
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1871 tmp->decrease ();
2076} 1872}
2077 1873
2078/** 1874/**
2079 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
2080 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
2081 * chest. 1877 * chest.
2082 */ 1878 */
2083static void 1879static void
2084apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
2085{ 1881{
2086 object *treas;
2087
2088
2089 /* 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
2090 * 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
2091 * 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
2092 * 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
2093 * treasure 1886 * treasure
2094 */ 1887 */
2095
2096 treas = tmp->inv; 1888 object *treas = tmp->inv;
2097 if (treas == NULL) 1889
1890 if (!treas)
2098 { 1891 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
2100 decrease_ob (tmp); 1893 tmp->decrease ();
2101 return; 1894 return;
2102 } 1895 }
1896
2103 while (tmp->inv) 1897 while (tmp->inv)
2104 { 1898 {
2105 treas = tmp->inv; 1899 treas = tmp->inv;
2106 1900 treas->remove ();
2107 remove_ob (treas);
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109 1901
2110 treas->x = op->x; 1902 treas->x = op->x;
2111 treas->y = op->y; 1903 treas->y = op->y;
2112 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);
2113 1905
2114 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))
2115 spring_trap (treas, op); 1907 spring_trap (treas, op);
1908
2116 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
2117 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
2118 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
2119 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
2120 */ 1913 */
2121 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
2122 break; 1915 break;
2123 } 1916 }
2124 1917
2125 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
2126 decrease_ob (tmp); 1919 tmp->decrease (true);
2127
2128} 1920}
2129 1921
2130/** 1922/**
2131 * op eats food. 1923 * op eats food.
2132 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2147 { 1939 {
2148 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
2149 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
2150 { 1942 {
2151 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
2152 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!");
2153 else 1945 else
2154 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!");
2155 } 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 );
2156 1956
2157 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2158 { 1958 {
2159 char buf[MAX_BUF]; 1959 const char *buf;
2160 1960
2161 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
2162 { 1962 {
2163 /* eating message for normal players */ 1963 /* eating message for normal players */
2164 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
2165 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2166 else 1966 else
2167 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.");
2168 } 1968 }
2169 else 1969 else
2170 {
2171 /* eating message for dragon players */ 1970 /* eating message for dragon players */
2172 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2173 }
2174 1972
2175 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
2176 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2177 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2178 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2179 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2180 else 1979 else
2181 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2182 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2183 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2184 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2185 op->stats.food = 999; 1985 op->stats.food = 999;
2186 } 1986 }
2188 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
2189 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2190 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2191 } 1991 }
2192 } 1992 }
1993
2193 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2194 decrease_ob (tmp); 1995 tmp->decrease ();
2195} 1996}
2196 1997
2197/** 1998/**
2198 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2199 * 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.
2209{ 2010{
2210 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2211 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2212 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2213 2014
2214 char buf[MAX_BUF]; /* tmp. string buffer */
2215 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2216 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2217 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2218 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2219 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2224 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2225 return 0; 2025 return 0;
2226 2026
2227 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2228 from the player's inventory */ 2028 from the player's inventory */
2229 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2230 {
2231 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2232 { 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2233 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2234 skin = tmp; 2032 skin = tmp;
2235 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2236 abil = tmp; 2034 abil = tmp;
2237 }
2238 }
2239 2035
2240 /* 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
2241 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2243 return 0; 2039 return 0;
2245 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2246 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2247 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2248 else 2044 else
2249 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2250 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2251 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2252 2049
2253 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2254 2051
2284 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2285 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2286 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2287 2084
2288 /* 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!) */
2289 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2290 { 2087 {
2291 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2292 winners++; 2089 winners++;
2293 } 2090 }
2294 2091
2299 } 2096 }
2300 } 2097 }
2301 2098
2302 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2303 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2304 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2305 if (totalchance > 50.) 2104 if (totalchance > 50.)
2306 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2307 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2308 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2309 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2310 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2311 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2312 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2313 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2314 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2315 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))
2316 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2317 else 2116 else
2318 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2319 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2320 2120
2321 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2322 i = -1; 2122 i = -1;
2323 if (winners > 0) 2123 if (winners > 0)
2324 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2325 2125
2326 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2327 { 2127 {
2328 /* resistance increased! */ 2128 /* resistance increased! */
2329 skin->resist[i]++; 2129 skin->resist[i]++;
2330 fix_player (op); 2130 op->update_stats ();
2331 2131
2332 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]));
2333 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2334 } 2133 }
2335 2134
2336 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2337 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 */
2338 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)
2339 { 2138 {
2340 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> */
2341 2140
2342 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
2343 { 2147 ));
2344 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2345 new_draw_info (NDI_UNIQUE, 0, op, buf);
2346 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 }
2349 else 2148 else
2350 { 2149 {
2351 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]));
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 abil->last_eat = 0; 2151 abil->last_eat = 0;
2354 } 2152 }
2355 } 2153 }
2154
2356 return 1; 2155 return 1;
2357}
2358
2359static void
2360apply_savebed (object *pl)
2361{
2362#ifndef COZY_SERVER
2363 if (!pl->contr->name_changed || !pl->stats.exp)
2364 {
2365 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2366 return;
2367 }
2368#endif
2369 INVOKE_PLAYER (LOGOUT, pl->contr);
2370 /* Need to call terminate_all_pets() before we remove the player ob */
2371 terminate_all_pets (pl);
2372 remove_ob (pl);
2373 pl->direction = 0;
2374 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2375
2376 /* update respawn position */
2377 strcpy (pl->contr->savebed_map, pl->map->path);
2378 pl->contr->bed_x = pl->x;
2379 pl->contr->bed_y = pl->y;
2380
2381 strcpy (pl->contr->killer, "left");
2382 check_score (pl); /* Always check score */
2383 (void) save_player (pl, 0);
2384 pl->map->players--;
2385#if MAP_MAXTIMEOUT
2386 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2387#endif
2388 play_again (pl);
2389 pl->speed = 0;
2390 update_ob_speed (pl);
2391} 2156}
2392 2157
2393/** 2158/**
2394 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2395 * Does some sanity checks, then calls improve_armour. 2160 * Does some sanity checks, then calls improve_armour.
2397static void 2162static void
2398apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2399{ 2164{
2400 object *armor; 2165 object *armor;
2401 2166
2402 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))
2403 { 2168 {
2404 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.>");
2405 return; 2170 return;
2406 } 2171 }
2172
2407 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2174
2408 if (!armor) 2175 if (!armor)
2409 { 2176 {
2410 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.");
2411 return; 2178 return;
2412 } 2179 }
2180
2413 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2414 && armor->type != CLOAK 2182 && armor->type != CLOAK
2415 && 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)
2416 { 2184 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2418 return; 2186 return;
2419 } 2187 }
2420 2188
2421 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2422 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2423} 2191}
2424 2192
2425 2193void
2426extern void
2427apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2428{ 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
2429 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2430 { 2202 {
2431 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2432 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2433 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2434 } 2206 }
2207
2435 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2436 { 2209 {
2437 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);
2438 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2439 } 2212 }
2213
2440 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2441 handle_apply_yield (tmp); 2215 poison->destroy ();
2442 decrease_ob (tmp);
2443} 2216}
2444 2217
2445/** 2218/**
2446 * 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.
2447 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2448 * -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)
2449 * -You are 2222 * -You are
2450 * ° the owner of the exit 2223 * ° the owner of the exit
2451 * ° or in the same party as the owner 2224 * ° or in the same party as the owner
2452 * 2225 *
2453 * 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
2454 * 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
2455 * 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).
2456 */ 2229 */
2457int 2230int
2458is_legal_2ways_exit (object *op, object *exit) 2231is_legal_2ways_exit (object *op, object *exit)
2459{ 2232{
2460 object *tmp;
2461 object *exit_owner;
2462 player *pp;
2463 maptile *exitmap;
2464
2465 if (exit->stats.exp != 1) 2233 if (exit->stats.exp != 1)
2466 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
2467 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2468 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2469 /* To know if an exit has a correspondant, we look at 2239#endif
2470 * all the exits in destination and try to find one with same path as 2240
2471 * the current exit's position */ 2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2472 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2242
2473 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2474 else 2244
2475 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2476 if (exitmap) 2245 if (exitmap)
2477 { 2246 {
2247 exitmap->load_sync ();
2248
2478 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2479 if (!tmp) 2251 if (!tmp)
2480 return 0; 2252 return 0;
2481 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2253
2254 for (; tmp; tmp = tmp->above)
2482 { 2255 {
2483 if (tmp->type != EXIT) 2256 if (tmp->type != EXIT)
2484 continue; /*Not an exit */ 2257 continue; /*Not an exit */
2258
2485 if (!EXIT_PATH (tmp)) 2259 if (!EXIT_PATH (tmp))
2486 continue; /*Not a valid exit */ 2260 continue; /*Not a valid exit */
2261
2487 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2488 continue; /*Not in the same place */ 2263 continue; /*Not in the same place */
2264
2489 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2265 if (exit->map->path != EXIT_PATH (tmp))
2490 continue; /*Not in the same map */ 2266 continue; /*Not in the same map */
2491 2267
2492 /* 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
2493 * 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
2494 * town portals to prevent strangers from visiting your appartments 2270 * town portals to prevent strangers from visiting your appartments
2495 */ 2271 */
2496 if (!exit->race) 2272 if (!exit->race)
2497 return 1; /*No owner, free for all! */ 2273 return 1; /*No owner, free for all! */
2274
2498 exit_owner = NULL; 2275 object *exit_owner = 0;
2499 for (pp = first_player; pp; pp = pp->next) 2276
2277 for_all_players (pp)
2500 { 2278 {
2501 if (!pp->ob) 2279 if (!pp->ob)
2502 continue; 2280 continue;
2281
2503 if (pp->ob->name != exit->race) 2282 if (pp->ob->name != exit->race)
2504 continue; 2283 continue;
2284
2505 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 */
2506 break; 2286 break;
2507 } 2287 }
2288
2508 if (!exit_owner) 2289 if (!exit_owner)
2509 return 0; /* No more owner */ 2290 return 0; /* No more owner */
2291
2510 if (exit_owner->contr == op->contr) 2292 if (exit_owner->contr == op->contr)
2511 return 1; /*It is your exit */ 2293 return 1; /*It is your exit */
2294
2512 if (exit_owner && /*There is a owner */ 2295 if (exit_owner && /*There is a owner */
2513 (op->contr) && /*A player tries to pass */ 2296 (op->contr) && /*A player tries to pass */
2514 ((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 */
2515 (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 */
2516 return 0; 2299 return 0;
2300
2517 return 1; 2301 return 1;
2518 } 2302 }
2519 } 2303 }
2304
2520 return 0; 2305 return 0;
2521} 2306}
2522 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}
2523 2552
2524/** 2553/**
2525 * Main apply handler. 2554 * Main apply handler.
2526 * 2555 *
2527 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2529 * Return value: 2558 * Return value:
2530 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2531 * 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
2532 * 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
2533 * 2562 *
2534 * 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
2535 * being applied. 2564 * being applied.
2536 * 2565 *
2537 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2538 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2539 */ 2568 */
2540
2541int 2569int
2542manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2543{ 2571{
2544 if (tmp->head) 2572 op = op->head_ ();
2545 tmp = tmp->head;
2546 2573
2547 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2548 { 2575 {
2549 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2550 { 2577 {
2551 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
2552 return 1; 2580 return 1;
2553 } 2581 }
2554 else 2582 else
2555 {
2556 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2557 }
2558 } 2584 }
2559 2585
2560 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2561 return RESULT_INT (0); 2587 return RESULT_INT (0);
2562 2588
2563 switch (tmp->type) 2589 switch (op->type)
2564 { 2590 {
2565
2566 case CF_HANDLE: 2591 case CF_HANDLE:
2567 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2592 who->play_sound (sound_find ("turn_handle"));
2568 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2593 who->statusmsg ("You turn the handle.");
2569 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2570 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2571 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2572 push_button (tmp); 2597 push_button (op, who);
2573 return 1; 2598 return 1;
2574 2599
2575 case TRIGGER: 2600 case TRIGGER:
2576 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2577 { 2602 {
2578 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2579 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2604 who->play_sound (sound_find ("turn_handle"));
2580 } 2605 }
2581 else 2606 else
2582 { 2607 who->failmsg ("The handle doesn't move.");
2583 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2608
2584 }
2585 return 1; 2609 return 1;
2586 2610
2587 case EXIT: 2611 case EXIT:
2588 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2589 return 0; 2613 return 0;
2614
2590 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2591 { 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)));
2592 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2593 }
2594 else 2617 else
2595 { 2618 {
2596 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2597 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2598 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2599 enter_exit (op, tmp); 2623 who->enter_exit (op);
2600 } 2624 }
2625
2601 return 1; 2626 return 1;
2602 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
2603 case SIGN: 2633 case SIGN:
2604 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2605 return 1; 2635 return 1;
2606 2636
2607 case BOOK: 2637 case BOOK:
2608 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2609 { 2639 {
2610 apply_book (op, tmp); 2640 apply_book (who, op);
2611 return 1; 2641 return 1;
2612 } 2642 }
2613 else 2643 else
2644 return 0;
2645
2646 case SKILLSCROLL:
2647 if (who->type == PLAYER)
2614 { 2648 {
2615 return 0;
2616 }
2617
2618 case SKILLSCROLL:
2619 if (op->type == PLAYER)
2620 {
2621 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2622 return 1;
2623 }
2624 return 0;
2625
2626 case SPELLBOOK:
2627 if (op->type == PLAYER)
2628 {
2629 apply_spellbook (op, tmp);
2630 return 1;
2631 }
2632 return 0;
2633
2634 case SCROLL:
2635 apply_scroll (op, tmp, 0);
2636 return 1;
2637
2638 case POTION:
2639 (void) apply_potion (op, tmp);
2640 return 1;
2641
2642 /* Eneq(@csd.uu.se): Handle apply on containers. */
2643 case CLOSE_CON:
2644 if (op->type == PLAYER)
2645 (void) esrv_apply_container (op, tmp->env);
2646 else
2647 (void) apply_container (op, tmp->env);
2648 return 1;
2649
2650 case CONTAINER:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp);
2653 else
2654 (void) apply_container (op, tmp);
2655 return 1;
2656
2657 case TREASURE:
2658 if (op->type == PLAYER)
2659 {
2660 apply_treasure (op, tmp);
2661 return 1; 2650 return 1;
2662 } 2651 }
2663 else 2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2664 { 2657 {
2658 apply_spellbook (who, op);
2665 return 0; 2659 return 1;
2666 } 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;
2667 2695
2668 case WEAPON: 2696 case WEAPON:
2669 case ARMOUR: 2697 case ARMOUR:
2670 case BOOTS: 2698 case BOOTS:
2671 case GLOVES: 2699 case GLOVES:
2679 case WAND: 2707 case WAND:
2680 case ROD: 2708 case ROD:
2681 case HORN: 2709 case HORN:
2682 case SKILL: 2710 case SKILL:
2683 case BOW: 2711 case BOW:
2684 case LAMP:
2685 case BUILDER: 2712 case BUILDER:
2686 case SKILL_TOOL: 2713 case SKILL_TOOL:
2687 if (tmp->env != op) 2714 if (op->env != who)
2688 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2716
2689 (void) apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2690 return 1; 2718 return 1;
2691 2719
2692 case DRINK: 2720 case DRINK:
2693 case FOOD: 2721 case FOOD:
2694 case FLESH: 2722 case FLESH:
2695 apply_food (op, tmp); 2723 apply_food (who, op);
2696 return 1; 2724 return 1;
2697 2725
2698 case POISON: 2726 case POISON:
2699 apply_poison (op, tmp); 2727 apply_poison (who, op);
2700 return 1; 2728 return 1;
2701 2729
2702 case SAVEBED: 2730 case SAVEBED:
2731 return 1;
2732
2733 case ARMOUR_IMPROVER:
2703 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2704 { 2735 {
2705 apply_savebed (op); 2736 apply_armour_improver (who, op);
2706 return 1; 2737 return 1;
2707 } 2738 }
2708 else 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)
2709 { 2748 {
2710 return 0; 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")
2711 } 2758 ));
2712
2713 case ARMOUR_IMPROVER:
2714 if (op->type == PLAYER)
2715 {
2716 apply_armour_improver (op, tmp);
2717 return 1; 2759 return 1;
2718 } 2760 }
2719 else 2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2720 { 2766 {
2721 return 0; 2767 shop_listing (op, who);
2722 }
2723
2724 case WEAPON_IMPROVER:
2725 (void) check_improve_weapon (op, tmp);
2726 return 1;
2727
2728 case CLOCK:
2729 if (op->type == PLAYER)
2730 {
2731 char buf[MAX_BUF];
2732 timeofday_t tod;
2733
2734 get_tod (&tod);
2735 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2736 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2737 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2738 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2739 new_draw_info (NDI_UNIQUE, 0, op, buf);
2740 return 1; 2768 return 1;
2741 } 2769 }
2742 else 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)
2743 { 2779 {
2744 return 0; 2780 apply_lighter (who, op);
2745 }
2746
2747 case MENU:
2748 if (op->type == PLAYER)
2749 {
2750 shop_listing (op);
2751 return 1; 2781 return 1;
2752 } 2782 }
2753 else 2783 else
2754 {
2755 return 0; 2784 return 0;
2756 }
2757
2758 case POWER_CRYSTAL:
2759 apply_power_crystal (op, tmp); /* see egoitem.c */
2760 return 1;
2761
2762 case LIGHTER: /* for lighting torches/lanterns/etc */
2763 if (op->type == PLAYER)
2764 {
2765 apply_lighter (op, tmp);
2766 return 1;
2767 }
2768 else
2769 {
2770 return 0;
2771 }
2772 2785
2773 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2774 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2775 return 1; 2788 return 1;
2776 2789
2777 default: 2790 default:
2778 return 0; 2791 return 0;
2779 } 2792 }
2780} 2793}
2781
2782 2794
2783/* 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"
2784 * 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
2785 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2786 * 2798 *
2787 * Same return value as apply() function. 2799 * Same return value as apply() function.
2788 */ 2800 */
2789int 2801int
2790player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2791{ 2803{
2792 int tmp;
2793
2794 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2795 { 2805 {
2796 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2797 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2798 { 2808 {
2799 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.>");
2800 return 0; 2812 return 0;
2801 } 2813 }
2802 } 2814 }
2803 2815
2804 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2805 * applied.
2806 */
2807 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2808 {
2809 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2810 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2811 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2812 remove_ob (op);
2813 free_object (op);
2814 return 1;
2815 }
2816
2817 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2818 pl->contr->last_used_id = op->count;
2819 2817
2820 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2821 if (!quiet) 2820 if (!quiet)
2822 { 2821 {
2823 if (tmp == 0) 2822 if (tmp == 0)
2824 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)));
2825 else if (tmp == 2) 2824 else if (tmp == 2)
2826 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2827 } 2826 }
2827
2828 return tmp; 2828 return tmp;
2829} 2829}
2830 2830
2831/** 2831/**
2832 * player_apply_below attempts to apply the object 'below' the player. 2832 * player_apply_below attempts to apply the object 'below' the player.
2833 * 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
2834 * we use the ground. 2834 * we use the ground.
2835 */ 2835 */
2836
2837void 2836void
2838player_apply_below (object *pl) 2837player_apply_below (object *pl)
2839{ 2838{
2840 object *tmp, *next;
2841 int floors; 2839 int floors = 0;
2842 2840
2843 /* 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
2844 * item in the container. Otherwise, use the map. 2842 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* 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
2849 * 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
2850 * 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
2851 * 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
2852 * not return a proper value. 2847 * not return a proper value.
2853 */ 2848 */
2854 for (floors = 0; tmp != NULL; tmp = next) 2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2855 { 2850 {
2856 next = tmp->below; 2851 next = tmp->below;
2852
2857 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2858 floors++; 2854 floors++;
2859 else if (floors > 0) 2855 else if (floors > 0)
2860 return; /* process only floor objects after first floor object */ 2856 return; /* process only floor objects after first floor object */
2861 2857
2863 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2864 * 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
2865 * the item needs. 2861 * the item needs.
2866 */ 2862 */
2867 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2868 {
2869 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2870 return; 2865 return;
2871 } 2866
2872 if (floors >= 2) 2867 if (floors >= 2)
2873 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2874 } 2869 }
2875} 2870}
2876 2871
2881 * 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.
2882 */ 2877 */
2883static int 2878static int
2884unapply_special (object *who, object *op, int aflags) 2879unapply_special (object *who, object *op, int aflags)
2885{ 2880{
2886 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)))
2887 return RESULT_INT (0); 2883 return RESULT_INT (0);
2888 2884
2889 object *tmp2;
2890
2891 CLEAR_FLAG (op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2886
2892 switch (op->type) 2887 switch (op->type)
2893 { 2888 {
2889 case SKILL_TOOL:
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
2894 case WEAPON: 2903 case WEAPON:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2904 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2909 }
2896 2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2897 (void) change_abil (who, op); 2913 change_abil (who, op);
2898 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2899 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2900 clear_skill (who);
2901 break; 2915 break;
2902 2916
2903 case SKILL: /* allows objects to impart skills */
2904 case SKILL_TOOL: 2917 case SKILL:
2905 if (op != who->chosen_skill) 2918 if (who->contr)
2906 { 2919 {
2907 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2920 if (IS_COMBAT_SKILL (op->subtype))
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
2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2908 } 2929 }
2909 if (who->type == PLAYER) 2930
2910 {
2911 if (who->contr->shoottype == range_skill)
2912 who->contr->shoottype = range_none;
2913 if (!op->invisible)
2914 {
2915 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2916 }
2917 else
2918 {
2919 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2920 }
2921 }
2922 (void) change_abil (who, op); 2931 change_abil (who, op);
2923 who->chosen_skill = NULL;
2924 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2925 break; 2933 break;
2926 2934
2927 case ARMOUR: 2935 case ARMOUR:
2928 case HELMET: 2936 case HELMET:
2932 case GLOVES: 2940 case GLOVES:
2933 case AMULET: 2941 case AMULET:
2934 case GIRDLE: 2942 case GIRDLE:
2935 case BRACERS: 2943 case BRACERS:
2936 case CLOAK: 2944 case CLOAK:
2937 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2938 (void) change_abil (who, op); 2946 change_abil (who, op);
2939 break; 2947 break;
2940 case LAMP:
2941 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2942 tmp2 = arch_to_object (op->other_arch);
2943 tmp2->x = op->x;
2944 tmp2->y = op->y;
2945 tmp2->map = op->map;
2946 tmp2->below = op->below;
2947 tmp2->above = op->above;
2948 tmp2->stats.food = op->stats.food;
2949 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2950 2948
2951 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2952 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2953
2954 if (who->type == PLAYER)
2955 esrv_del_item (who->contr, op->count);
2956
2957 remove_ob (op);
2958 free_object (op);
2959 insert_ob_in_ob (tmp2, who);
2960 fix_player (who);
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break;
2973 case BOW: 2949 case BOW:
2974 case WAND: 2950 case WAND:
2975 case ROD: 2951 case ROD:
2976 case HORN: 2952 case HORN:
2977 clear_skill (who); 2953 if (player *pl = who->contr)
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 { 2954 {
2981 who->contr->shoottype = range_none; 2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2982 } 2962 }
2983 else 2963 else
2984 { 2964 {
2965 who->change_skill (0);
2966
2985 if (op->type == BOW) 2967 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2969 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2971 }
2972
2990 break; 2973 break;
2991 2974
2992 case BUILDER: 2975 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2976 if (who->contr)
2994 who->contr->shoottype = range_none; 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2978 break;
2997 2979
2998 default: 2980 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
3000 break; 2982 break;
3001 } 2983 }
3002 2984
3003 fix_player (who); 2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3004 2986 if (object *pl = op->visible_to ())
3005 if (!(aflags & AP_NO_MERGE))
3006 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL);
3010 if (who->type == PLAYER)
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
3016 }
3017
3018 esrv_send_item (who, op); 2987 esrv_send_item (pl, op);
3019 } 2988
3020 } 2989 who->update_stats ();
2990
3021 return 0; 2991 return 0;
3022} 2992}
3023 2993
3024/** 2994/**
3025 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2996 * Note that 'start' is the first object to start examing - we
3027 * 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
3028 * something like: 2998 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
3033 * 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.
3034 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 3005 * invisible other objects that use
3036 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
3037 */ 3007 */
3038object * 3008static object *
3039get_item_from_body_location (object *start, int loc) 3009get_next_item_from_body_location (int loc, object *start)
3040{ 3010{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
3047 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))
3048 return tmp; 3015 return tmp;
3049 3016
3050 return NULL; 3017 return 0;
3051} 3018}
3052
3053
3054 3019
3055/** 3020/**
3056 * '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.
3057 * This should only be called when it is known 3022 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 3023 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
3062 * 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
3063 * 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
3064 * another function that does just that. 3029 * another function that does just that.
3065 */ 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
3066int 3037int
3067unapply_for_ob (object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
3068{ 3039{
3069 int i; 3040 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 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)))
3082 { 3044 {
3083 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
3085 else 3047 else
3086 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
3087 } 3049 }
3088 else 3050 else
3089 { 3051 {
3090 /* 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.
3091 * 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
3092 * at least generate the message. 3054 * at least generate the message.
3093 */ 3055 */
3094 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)));
3095 return 1; 3057 return 1;
3096 }
3097
3098 } 3058 }
3099 }
3100 }
3101 3059
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 3061 {
3104 /* this used up a slot that we need to free */ 3062 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 3063 if (op->slot[i].info)
3106 { 3064 {
3107 last = who->inv; 3065 object *last = who->inv;
3108 3066
3109 /* 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
3110 * to free up enough slots. 3068 * to free up enough slots.
3111 */ 3069 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 3070 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 3071 {
3114 tmp = get_item_from_body_location (last, i); 3072 object *tmp = get_next_item_from_body_location (i, last);
3073
3115 if (!tmp) 3074 if (!tmp)
3116 { 3075 {
3117#if 0 3076#if 0
3118 /* 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
3119 * equipped. 3078 * equipped.
3120 */ 3079 */
3121 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);
3122#endif 3081#endif
3123 return 1; 3082 return 1;
3124 } 3083 }
3084
3125 /* 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 */
3126 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))))
3127 { 3087 {
3128 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
3130 else 3090 else
3131 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
3132 } 3092 }
3133 else 3093 else
3134 { 3094 {
3135 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
3136 * 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,
3137 * 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
3138 * one cursed ring.) 3098 * one cursed ring.)
3139 */ 3099 */
3140 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)));
3141 } 3101 }
3102
3142 last = tmp->below; 3103 last = tmp->below;
3143 } 3104 }
3144 /* 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
3145 * return in the !tmp would have kicked in. 3106 * return in the !tmp would have kicked in.
3146 */ 3107 */
3147 } /* if op is using this body location */ 3108 } /* if op is using this body location */
3148 } /* for body lcoations */ 3109 } /* for body lcoations */
3110
3149 return 0; 3111 return 0;
3150} 3112}
3151 3113
3152/** 3114/**
3153 * Checks to see if 'who' can apply object 'op'. 3115 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
3157 * 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
3158 * 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?)
3159 * 3121 *
3160 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
3161 * these return values. 3123 * these return values.
3162 */ 3124 */
3163int 3125int
3164can_apply_object (object *who, object *op) 3126can_apply_object (object *who, object *op)
3165{ 3127{
3166 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)))
3167 return RESULT_INT (0); 3129 return RESULT_INT (0);
3168 3130
3169 int i, retval = 0; 3131 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 3132 object *tmp = 0, *ws = 0;
3171 3133
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 3135 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3136 if (op->slot[i].info)
3180 { 3137 {
3181 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)
3182 { 3140 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 3141 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 3142 * really needed.
3199 */ 3143 */
3200 retval |= CAN_APPLY_NEVER; 3144 retval |= CAN_APPLY_NEVER;
3201 } 3145 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 3146 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 3147 {
3204 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
3205 * we have. 3149 * we have.
3206 */ 3150 */
3207 object *tmp1;
3208
3209 3151
3210 /* 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
3211 * enough slots to equip the new item, then just set this can 3153 * enough slots to equip the new item, then just set "can
3212 * 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
3213 * shield equipped and try to equip another shield, there is only 3155 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
3216 * may be two handed for example. 3158 * may be two handed for example.
3217 */ 3159 */
3218 if (ws) 3160 if (ws)
3219 { 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 3162 {
3222 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 3164 continue;
3224 } 3165 }
3225 }
3226 3166
3227 tmp1 = get_item_from_body_location (who->inv, i); 3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 3168 if (!tmp1)
3229 { 3169 {
3230#if 0 3170#if 0
3231 /* 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
3232 * join in with more stuff equipped than they are now allowed. 3172 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
3242 * to apply multiple objects 3182 * to apply multiple objects
3243 */ 3183 */
3244 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
3245 if (!tmp) 3186 if (!tmp)
3246 tmp = tmp1; 3187 tmp = tmp1;
3247 else if (tmp != tmp1) 3188 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3190
3251 /* 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
3252 * 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
3253 * the slots, the player then has a choice. 3193 * the slots, the player then has a choice.
3254 */ 3194 */
3255 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)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3198
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3200 * equipped? If not, there must be something else to unapply.
3260 */ 3201 */
3261 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)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3204 }
3265 } /* if not enough free slots */ 3205 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3206 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3207 } /* for i -> num_body_locations loop */
3268 3208
3273 * 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
3274 * all use the same location. 3214 * all use the same location.
3275 */ 3215 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3217 retval |= CAN_APPLY_RESTRICTION;
3218
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3220 retval |= CAN_APPLY_RESTRICTION;
3280 3221
3281
3282 if (who->type != PLAYER) 3222 if (who->type != PLAYER)
3283 { 3223 {
3284 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))
3285 retval |= CAN_APPLY_RESTRICTION; 3225 retval |= CAN_APPLY_RESTRICTION;
3226
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3228 retval |= CAN_APPLY_RESTRICTION;
3229
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3231 retval |= CAN_APPLY_RESTRICTION;
3232
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3292 } 3235 }
3236
3293 return retval; 3237 return retval;
3294} 3238}
3295
3296
3297 3239
3298/** 3240/**
3299 * 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.
3300 * 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,
3301 * 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
3310 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3311 * 3253 *
3312 * Optional flags: 3254 * Optional flags:
3313 * 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
3314 * 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
3315 * 3258 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3260 *
3318 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3319 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3320int 3267int
3321apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3322{ 3269{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3272
3327 if (who == NULL) 3273 if (who == NULL)
3328 { 3274 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3275 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3276 return 1;
3340 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3341 return 0; 3287 return 0;
3342 3288
3343 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)))
3344 { 3290 {
3345 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)));
3346 return 1; 3292 return 1;
3347 } 3293 }
3294
3348 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3349 } 3296 }
3350
3351 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3352 return 0; 3298 return 0;
3353 3299
3354 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);
3355 3310
3356 /* 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 */
3357 if (i) 3312 if (int i = can_apply_object (who, op))
3358 { 3313 {
3359 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3360 { 3315 {
3361 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)));
3362 return 1; 3317 return 1;
3363 } 3318 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3320 {
3366 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 ));
3367 return 1; 3326 return 1;
3368 } 3327 }
3328
3369 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3370 { 3330 {
3371 /* Some error, so don't try to equip something more */ 3331 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3332 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3333 return 1;
3374 } 3334 }
3375 else 3335 else
3376 { 3336 {
3377 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))
3378 { 3338 {
3379 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:");
3380 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3341 return 1;
3382 } 3342 }
3383 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))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3344 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3345 return 1;
3388 } 3346 }
3389 }
3390 } 3347 }
3348
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3350 {
3393 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3352
3394 if (!skop) 3353 if (!skop)
3395 { 3354 {
3396 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));
3397 return 1; 3356 return 1;
3398 } 3357 }
3399 else 3358 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3403 */ 3361 */
3404 change_skill (who, skop, 0); 3362 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3363 }
3410 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);
3411 return 1; 3368 return 1;
3412 } 3369 }
3413
3414 3370
3415 /* 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.
3416 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3418 */ 3374 */
3419 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3420
3421 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425 3376
3426 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)))
3427 return RESULT_INT (0); 3378 return RESULT_INT (0);
3428 3379
3429 switch (op->type) 3380 switch (op->type)
3430 { 3381 {
3431 case WEAPON: 3382 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3383 //TODO: this obviously fails for players using a shorter prefix
3433 { 3384 // i.e. "R" can use Ragnarok's sword.
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3385 if (op->level && !op->name.starts_with (who->name))
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who);
3438 return 1;
3439 }
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3386 {
3442 /* 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. */
3443 /* (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) */
3444 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
3445 if (tmp != NULL) 3391 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3393
3447 return 1; 3394 return 1;
3448 } 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
3449 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3404 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 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
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3455
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457
3458 (void) change_abil (who, op); 3412 change_abil (who, op);
3459 break; 3413 break;
3460 3414
3461 case ARMOUR: 3415 case ARMOUR:
3462 case HELMET: 3416 case HELMET:
3463 case SHIELD: 3417 case SHIELD:
3467 case BRACERS: 3421 case BRACERS:
3468 case CLOAK: 3422 case CLOAK:
3469 case RING: 3423 case RING:
3470 case AMULET: 3424 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 3427 change_abil (who, op);
3474 break; 3428 break;
3475 case LAMP: 3429
3476 if (op->stats.food < 1) 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))
3477 { 3435 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 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);
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 {
3509 SET_FLAG (op, FLAG_APPLIED);
3510 change_abil (who, op);
3511 who->chosen_skill = op;
3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3515 break;
3516
3517 case BOW:
3518 if (op->level && !op->name.starts_with (who->name))
3519 {
3520 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp)
3523 insert_ob_in_ob (tmp, who);
3524
3479 return 1; 3525 return 1;
3480 } 3526 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED);
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487 insert_ob_in_ob (tmp2, who);
3488 3527
3489 /* Remove the old lantern */ 3528 /*FALLTHROUGH*/
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 remove_ob (op);
3494 free_object (op);
3495
3496 /* insert the portion that was split off */
3497 if (tmp != NULL)
3498 {
3499 (void) insert_ob_in_ob (tmp, who);
3500 if (who->type == PLAYER)
3501 esrv_send_item (who, tmp);
3502 }
3503 fix_player (who);
3504 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3505 {
3506 if (who->type == PLAYER)
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3509 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3510 }
3511 }
3512 if (who->type == PLAYER)
3513 esrv_send_item (who, tmp2);
3514 return 0;
3515 break;
3516
3517 /* this part is needed for skill-tools */
3518 case SKILL:
3519 case SKILL_TOOL:
3520 if (who->chosen_skill)
3521 {
3522 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3523 return 1;
3524 }
3525 if (who->type == PLAYER)
3526 {
3527 who->contr->shoottype = range_skill;
3528 who->contr->ranges[range_skill] = op;
3529 if (!op->invisible)
3530 {
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3533 }
3534 else
3535 {
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3537 }
3538 }
3539 SET_FLAG (op, FLAG_APPLIED);
3540 (void) change_abil (who, op);
3541 who->chosen_skill = op;
3542 SET_FLAG (who, FLAG_READY_SKILL);
3543 break;
3544
3545 case BOW: 3529 case WAND:
3546 if (!check_weapon_power (who, op->last_eat))
3547 {
3548 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3549 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3550 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who);
3552 return 1;
3553 }
3554 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3555 {
3556 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3557 if (tmp != NULL)
3558 (void) insert_ob_in_ob (tmp, who);
3559 return 1;
3560 }
3561 /*FALLTHROUGH*/ case WAND:
3562 case ROD: 3530 case ROD:
3563 case HORN: 3531 case HORN:
3564 /* 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
3565 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3566 if (skop)
3567 change_skill (who, skop, 0); 3541 who->change_skill (skop);
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3569 3542
3570 if (who->type == PLAYER) 3543 if (who->contr)
3571 { 3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3548
3572 if (op->type == BOW) 3549 if (op->type == BOW)
3573 { 3550 {
3551 who->current_weapon = op;
3574 (void) change_abil (who, op); 3552 change_abil (who, op);
3575 new_draw_info_format (NDI_UNIQUE, 0, who,
3576 "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)));
3577 who->contr->shoottype = range_bow;
3578 }
3579 else
3580 {
3581 who->contr->shoottype = range_misc;
3582 } 3554 }
3583 } 3555 }
3584 else 3556 else
3585 { 3557 {
3586 if (op->type == BOW) 3558 if (op->type == BOW)
3587 SET_FLAG (who, FLAG_READY_BOW); 3559 SET_FLAG (who, FLAG_READY_BOW);
3588 else 3560 else
3589 SET_FLAG (who, FLAG_READY_RANGE); 3561 SET_FLAG (who, FLAG_READY_RANGE);
3590 } 3562 }
3563
3591 break; 3564 break;
3592 3565
3593 case BUILDER: 3566 case BUILDER:
3594 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)
3595 unapply_special (who, who->contr->ranges[range_builder], 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3596 who->contr->shoottype = range_builder; 3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574
3597 who->contr->ranges[range_builder] = op; 3575 who->contr->ranged_ob = op;
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3576 }
3599 break; 3577 break;
3600 3578
3601 default: 3579 default:
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3603 } /* end of switch op->type */ 3581 }
3604 3582
3605 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3606 3584
3607 if (tmp != NULL) 3585 if (tmp)
3608 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3609 3587
3610 fix_player (who); 3588 who->update_stats ();
3611 3589
3612 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3613 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3614 * you don't know anything about them. 3592 * you don't know anything about them.
3615 */ 3593 */
3616 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)
3617 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3618 3596
3619 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3620 {
3621 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3622 { 3599 {
3623 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 );
3624 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3625 } 3605 }
3626 } 3606
3627 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3628 {
3629 /* if multiple objects were applied, update both slots */
3630 if (tmp)
3631 esrv_send_item (who, tmp);
3632 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3633 } 3609
3634 return 0; 3610 return 0;
3635} 3611}
3636
3637 3612
3638int 3613int
3639monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3640{ 3615{
3641 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3642 return 1; 3617 return 1;
3618
3643 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3644} 3620}
3645 3621
3646/** 3622/**
3647 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3652auto_apply (object *op) 3628auto_apply (object *op)
3653{ 3629{
3654 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3655 int i; 3631 int i;
3656 3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3634
3657 switch (op->type) 3635 switch (op->type)
3658 { 3636 {
3659 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3660 if (!HAS_RANDOM_ITEMS (op)) 3638 if (!op->has_random_items ())
3661 return 0; 3639 return 0;
3640
3662 do 3641 do
3663 { 3642 {
3664 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3665 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3666 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
3667 if (tmp == NULL) 3650 if (tmp == NULL)
3668 return 0; 3651 return 0;
3652
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 { 3654 {
3671 free_object (tmp); 3655 tmp->destroy ();
3672 tmp = NULL; 3656 tmp = NULL;
3673 } 3657 }
3674 } 3658 }
3675 while (!tmp); 3659 while (!tmp);
3660
3676 tmp->x = op->x; 3661 tmp->x = op->x;
3677 tmp->y = op->y; 3662 tmp->y = op->y;
3678 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3679 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3680 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3681 identify (tmp); 3665 identify (tmp);
3682 break; 3666 break;
3683 3667
3684 case TREASURE: 3668 case TREASURE:
3685 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3686 return 0; 3670 return 0;
3671
3687 while ((op->stats.hp--) > 0) 3672 while (op->stats.hp-- > 0)
3688 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3689 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);
3690 3675
3691 /* 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,
3692 * 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
3693 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3694 * that is put inside other objects. 3679 * that is put inside other objects.
3695 */ 3680 */
3696 for (tmp = op->inv; tmp; tmp = tmp2)
3697 {
3698 tmp2 = tmp->below;
3699 remove_ob (tmp);
3700 if (op->env) 3681 if (op->env)
3701 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3702 else 3683 op->env->insert (op->inv);
3703 free_object (tmp); 3684
3704 } 3685 op->destroy ();
3705 remove_ob (op);
3706 free_object (op);
3707 break; 3686 break;
3708 } 3687 }
3709 return tmp ? 1 : 0;
3710}
3711 3688
3689 return !!tmp;
3690}
3691
3712/** 3692/**
3713 * 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
3714 * when an original map is loaded) and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3695 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3696 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3697 */
3718void 3698void
3719fix_auto_apply (maptile *m) 3699maptile::fix_auto_apply ()
3720{ 3700{
3721 object *tmp, *above = NULL; 3701 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3702 return;
3726 3703
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3704 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3705 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3706 {
3731 above = tmp->above; 3707 object *above = tmp->above;
3732 3708
3733 if (tmp->inv) 3709 if (tmp->inv)
3734 { 3710 {
3735 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3736 3712
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3714 {
3739 invnext = invtmp->below; 3715 invnext = invtmp->below;
3740 3716
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3718 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3720 {
3745 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 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);
3754 /* Need to clear this so that we never try to create 3730 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3731 * treasure again for this object
3756 */ 3732 */
3757 invtmp->randomitems = NULL; 3733 invtmp->randomitems = NULL;
3758 } 3734 }
3759 } 3735 }
3760 /* This is really temporary - the code at the bottom will 3736 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3737 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3738 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3739 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3740 * MSW 2004-05-13
3765 * 3741 *
3766 * 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,
3767 * else you get two spells in the book ^_- 3743 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3744 * Ryo 2004-08-16
3769 */ 3745 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3747 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3748 tmp->randomitems = NULL;
3749
3783 } 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 }
3784 else if (tmp->type == TIMED_GATE) 3760 else if (tmp->type == TIMED_GATE)
3785 { 3761 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3762 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3763
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3764 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3765 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3766 }
3794 /* 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
3795 * 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
3796 * 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
3797 * 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.
3798 * 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
3799 * which say how many times to make the treasure. 3772 * which say how many times to make the treasure.
3800 */ 3773 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3774 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3775 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3777 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3779 tmp->randomitems = NULL;
3807 } 3780 }
3781
3782 // close all containers
3783 else if (tmp->type == CONTAINER)
3784 tmp->flag [FLAG_APPLIED] = 0;
3785
3786 tmp = above;
3808 } 3787 }
3809 3788
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3815} 3793}
3816 3794
3817/** 3795/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3820 * 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
3821 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3822 */ 3800 */
3823
3824void 3801void
3825eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3826{ 3803{
3827 object *force; 3804 object *force;
3828 int i, did_one = 0; 3805 int i, did_one = 0;
3829 sint8 k;
3830 3806
3831 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3832 3810
3833 for (i = 0; i < NUM_STATS; i++)
3834 {
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 {
3838 set_attr_value (&force->stats, i, k);
3839 did_one = 1;
3840 }
3841 }
3842
3843 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++)
3845 {
3846 if (food->resist[i] > 0)
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 }
3851 }
3852 if (did_one)
3853 {
3854 force->speed = 0.1;
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3858 SET_FLAG (force, FLAG_IS_USED_UP); 3813
3859 SET_FLAG (force, FLAG_APPLIED); 3814 if (force = who->force_find (key))
3860 change_abil (who, force); 3815 {
3861 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;
3862 } 3825 }
3863 else 3826 else
3864 { 3827 {
3865 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 ();
3866 } 3858 }
3867 3859
3868 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3869 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3870 { 3862 {
3871 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3872 { 3864 {
3873 strcpy (who->contr->killer, food->name); 3865 who->contr->killer = food;
3874 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3875 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3876 } 3868 }
3877 else 3869 else
3878 { 3870 {
3879 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3880 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3881 else 3873 else
3882 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3883 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3884 } 3877 }
3885 } 3878 }
3879
3886 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3887 { 3881 {
3888 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3889 { 3883 {
3890 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3891 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3892 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3893 who->stats.sp = 0; 3887 who->stats.sp = 0;
3894 } 3888 }
3895 else 3889 else
3896 { 3890 {
3897 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3898 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3899 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3900 } 3894 }
3901 } 3895 }
3902 fix_player (who);
3903}
3904 3896
3905 3897 who->update_stats ();
3906/**
3907 * Designed primarily to light torches/lanterns/etc.
3908 * Also burns up burnable material too. First object in the inventory is
3909 * the selected object to "burn". -b.t.
3910 */
3911
3912void
3913apply_lighter (object *who, object *lighter)
3914{
3915 object *item;
3916 int is_player_env = 0;
3917 char item_name[MAX_BUF];
3918
3919 item = find_marked_object (who);
3920 if (item)
3921 {
3922 if (lighter->last_eat && lighter->stats.food)
3923 { /* lighter gets used up */
3924 /* Split multiple lighters if they're being used up. Otherwise *
3925 * one charge from each would be used up. --DAMN */
3926 if (lighter->nrof > 1)
3927 {
3928 object *oneLighter = get_object ();
3929
3930 copy_object (lighter, oneLighter);
3931 lighter->nrof -= 1;
3932 oneLighter->nrof = 1;
3933 oneLighter->stats.food--;
3934 esrv_send_item (who, lighter);
3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3936 esrv_send_item (who, oneLighter);
3937 }
3938 else
3939 lighter->stats.food--;
3940 }
3941 else if (lighter->last_eat)
3942 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return;
3945 }
3946 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple
3948 * objects at once.
3949 */
3950 /* If the item is destroyed, we don't have a valid pointer to the
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3957
3958 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ())
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965 /* Need to update the player so that the players glow radius
3966 * gets changed.
3967 */
3968 if (is_player_env)
3969 fix_player (who);
3970 }
3971 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 }
3974 else /* nothing to light */
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3976
3977} 3898}
3899
3978 3900
3979/** 3901/**
3980 * 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.
3981 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3982 */ 3904 */
3988 3910
3989 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3912 { /* wonder */
3991 object *tmp; 3913 object *tmp;
3992 3914
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3996 free_object (tmp); 3918 tmp->destroy ();
3997 } 3919 }
3998 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */ 3921 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
4003 op->stats.sp = 0; 3925 op->stats.sp = 0;
4004 } 3926 }
4005 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
4006 { 3928 {
4007 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
4008 { /* confusion */ 3930 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
4010 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
4011 } 3933 }
4012 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */ 3935 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
4015 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
4016 } 3938 }
4017 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
4018 { /* blind */ 3940 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
4020 blind_player (op, op, power); 3942 blind_player (op, op, power);
4021 } 3943 }
4022 else if (failure <= -80) 3944 else if (failure <= -80)
4023 { /* blast the immediate area */ 3945 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
4029 free_object (tmp); 3949 tmp->destroy ();
4030 } 3950 }
4031 } 3951 }
4032} 3952}
4033 3953
4034void 3954void
4053 */ 3973 */
4054 int i, j; 3974 int i, j;
4055 3975
4056 for (i = 0; i < NUM_STATS; i++) 3976 for (i = 0; i < NUM_STATS; i++)
4057 { 3977 {
4058 sint8 stat = get_attr_value (stats, i); 3978 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3980
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3981 if (stat > 20 + race_bonus)
4063 { 3982 {
4064 excess_stat++; 3983 excess_stat++;
4065 stat = 20 + race_bonus; 3984 stat = 20 + race_bonus;
4066 } 3985 }
4067 set_attr_value (stats, i, stat); 3986
3987 stats->stat (i) = stat;
4068 } 3988 }
4069 3989
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3991 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3992 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3993
4076 if (i == CHA) 3994 if (i == CHA)
4077 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);
4078 if (stat < 20 + race_bonus) 3999 if (stat < 20 + race_bonus)
4079 { 4000 {
4080 change_attr_value (stats, i, 1); 4001 change_attr_value (stats, i, 1);
4081 excess_stat--; 4002 excess_stat--;
4082 } 4003 }
4083 } 4004 }
4084 4005
4085 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 4007 * the player ref: player.c
4087 */ 4008 */
4088 if (change->randomitems != NULL) 4009 if (change->randomitems)
4089 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
4090
4091 4011
4092 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
4093 4013
4094 /* first, look for the force object banning 4014 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
4096 */ 4016 */
4097 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
4099 flag_change_face = 0; 4019 flag_change_face = 0;
4100 4020
4101 if (flag_change_face) 4021 if (flag_change_face)
4102 { 4022 {
4103 pl->animation_id = GET_ANIM_ID (change);
4104 pl->face = change->face; 4023 pl->face = change->face;
4105 4024 pl->animation_id = change->animation_id;
4106 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4107 SET_FLAG (pl, FLAG_ANIMATE);
4108 else
4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
4110 } 4026 }
4111 4027
4112 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
4113 /*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); */
4114 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 4032
4117 break; 4033 break;
4118 } 4034 }
4119 } 4035 }
4140 char got[MAX_BUF]; 4056 char got[MAX_BUF];
4141 int len; 4057 int len;
4142 4058
4143 if (!pl || !transformer) 4059 if (!pl || !transformer)
4144 return; 4060 return;
4061
4145 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4063
4146 if (!marked) 4064 if (!marked)
4147 { 4065 {
4148 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)));
4149 return; 4067 return;
4150 } 4068 }
4069
4151 if (!marked->slaying) 4070 if (!marked->slaying)
4152 { 4071 {
4153 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)));
4154 return; 4073 return;
4155 } 4074 }
4075
4156 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 4079 {
4160 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)));
4161 return; 4081 return;
4162 } 4082 }
4083
4163 find += strlen (transformer->arch->name) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
4164 /* 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 */
4165 if (isdigit (*(find))) 4086 if (isdigit (*(find)))
4166 { 4087 {
4167 yield = atoi (find); 4088 yield = atoi (find);
4168 if (yield < 1) 4089 if (yield < 1)
4174 else 4095 else
4175 yield = 1; 4096 yield = 1;
4176 4097
4177 while (isdigit (*find)) 4098 while (isdigit (*find))
4178 find++; 4099 find++;
4100
4179 while (*find == ' ') 4101 while (*find == ' ')
4180 find++; 4102 find++;
4103
4181 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4105
4182 if ((separator = strchr (find, ';')) != NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4107 len = separator - find;
4185 }
4186 else 4108 else
4187 {
4188 len = strlen (find); 4109 len = strlen (find);
4189 } 4110
4190 if (len > MAX_BUF - 1) 4111 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4112 len = MAX_BUF - 1;
4113
4192 strcpy (got, find); 4114 strcpy (got, find);
4193 got[len] = '\0'; 4115 got[len] = '\0';
4194 4116
4195 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4197 if (!new_item) 4119 if (!new_item)
4198 { 4120 {
4199 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)));
4200 return; 4122 return;
4201 } 4123 }
4202 4124
4203 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
4204 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)));
4205 insert_ob_in_ob (new_item, pl); 4128
4206 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
4207 /* Eat up one item */ 4130 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4132
4209 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4134 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4213} 4137}
4138

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