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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.52 by root, Sat Dec 23 13:56:25 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>
29 32
30#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
33#include <sounds.h> 36#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 37
38/** 38/**
39 * 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.
40 * 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.
41 */ 41 */
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
67 race_flag = 1; 67 race_flag = 1;
68 } 68 }
69
69 /* 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,
70 * name or race that matches. 71 * name or race that matches.
71 */ 72 */
72 if ((op->race) && 73 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 77 return 1;
78 } 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 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))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 85 return 1;
87 } 86
88 return 0; 87 return 0;
89} 88}
90 89
91/** 90/**
92 * 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.
94 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
95 */ 94 */
96static int 95static int
97apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success = 0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* 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
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
114 */ 111 */
112 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 114 {
117 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
118 { 116 {
119 identify (marked); 117 identify (marked);
120 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));
121 if (marked->msg) 120 if (marked->msg)
122 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
125 } 124 }
126 return money == NULL;
127 } 125 }
128 }
129 126
130 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
131 { 128 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 130 {
134 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
135 { 132 {
136 identify (id); 133 identify (id);
137 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));
138 if (id->msg) 136 if (id->msg)
139 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
146 break; 141 break;
147 } 142 }
148 else 143 else
149 { 144 {
150 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");
151 break; 146 break;
152 } 147 }
153 } 148 }
154 } 149 }
155 if (!success) 150
156 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
157 return money == NULL; 156 return !money;
158} 157}
159 158
160/** 159/**
161 * 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
162 * matching item. 161 * matching item.
163 **/ 162 **/
164static void 163void
165handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
166{ 165{
167 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 168}
188 169
189/** 170/**
190 * Handles applying a potion. 171 * Handles applying a potion.
191 */ 172 */
197 178
198 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
199 180
200 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)
201 { 182 {
202 if (op->type == PLAYER)
203 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
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 186 return 0;
206 } 187 }
207 188
208 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 200
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 202 {
222 op->drain_stat (); 203 op->drain_stat ();
223 op->update_stats (); 204 op->update_stats ();
224 decrease_ob (tmp); 205 tmp->decrease ();
225 return 1; 206 return 1;
226 } 207 }
227 208
228 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
229 { 210 {
230 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 212 return 0;
232 } 213 }
214
233 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
234 216
235 if (depl) 217 if (depl)
236 { 218 {
237 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
240 222
241 depl->destroy (); 223 depl->destroy ();
242 op->update_stats (); 224 op->update_stats ();
243 } 225 }
244 else 226 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
246 228
247 decrease_ob (tmp); 229 tmp->decrease ();
248 return 1; 230 return 1;
249 } 231 }
250 232
251 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 235 {
254 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
255 { 237 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 239 {
258 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
259 { 241 {
260 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
261 break; 243 break;
262 } 244 }
245
263 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
264 { 247 {
265 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
266 break; 249 break;
267 } 250 }
251
268 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
269 { 253 {
270 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
271 break; 255 break;
272 } 256 }
276 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
277 { 261 {
278 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
279 break; 263 break;
280 } 264 }
265
281 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
282 { 267 {
283 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
284 break; 269 break;
285 } 270 }
271
286 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
287 { 273 {
288 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
289 break; 275 break;
290 } 276 }
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 285 {
300 if (got_one) 286 if (got_one)
301 { 287 {
302 op->update_stats (); 288 op->update_stats ();
303 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 "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
306 } 292 }
307 else 293 else
308 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.");
309 } 295 }
310 else 296 else
311 { /* cursed potion */ 297 { /* cursed potion */
312 if (got_one) 298 if (got_one)
313 { 299 {
314 op->update_stats (); 300 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
316 } 302 }
317 else 303 else
318 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);
319 } 305 }
320 306
321 decrease_ob (tmp); 307 tmp->decrease ();
322 return 1; 308 return 1;
323 } 309 }
324 310
325 311
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 */ 316 */
331 if (tmp->inv) 317 if (tmp->inv)
332 { 318 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 320 {
335 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
336 322 create_exploding_ball_at (op, op->level);
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 323 }
346 else 324 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 326
349 decrease_ob (tmp); 327 tmp->decrease ();
328
350 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 331 op->update_stats ();
332
353 return 1; 333 return 1;
354 } 334 }
355 335
356 /* Deal with protection potions */ 336 /* Deal with protection potions */
357 force = NULL; 337 force = NULL;
359 { 339 {
360 if (tmp->resist[i]) 340 if (tmp->resist[i])
361 { 341 {
362 if (!force) 342 if (!force)
363 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
366 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 */
367 } 348 }
368 } 349 }
350
369 /* This is a protection potion */ 351 /* This is a protection potion */
370 if (force) 352 if (force)
371 { 353 {
372 /* cursed items last longer */ 354 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 357 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 361 }
362
380 force->speed_left = -1; 363 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 367 change_abil (op, force);
385 decrease_ob (tmp); 368 tmp->decrease ();
386 return 1; 369 return 1;
387 } 370 }
388 371
389 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 373 if (op->type == PLAYER)
391 { /* only for players */ 374 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 379 else
395 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
396 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
398 } 384 }
399 385
400 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 389 * up all the stats.
404 */ 390 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 392 op->update_stats ();
407 decrease_ob (tmp); 393 tmp->decrease ();
408 return 1; 394 return 1;
409} 395}
410 396
411/**************************************************************************** 397/****************************************************************************
412 * Weapon improvement code follows 398 * Weapon improvement code follows
413 ****************************************************************************/ 399 ****************************************************************************/
414 400
415/** 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/**
416 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
417 */ 419 */
418static int 420static int
419check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
420{ 422{
421 int count = 0; 423 int count = 0;
422 424
423 425 if (!item)
424 if (item == NULL)
425 return 0; 426 return 0;
426 op = op->below; 427
427 while (op != NULL) 428 for (op = op->below; op; op = op->below)
428 { 429 if (op->arch->archname == item)
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 432 count += op->number_of ();
438 } 433
439 }
440 op = op->below;
441 }
442 return count; 434 return count;
443} 435}
444 436
445/** 437/**
446 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 439 * op is typically the player, which is only
448 * really used to determine what space to look at. 440 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
450 */ 442 */
451static void 443static void
452eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
453{ 445{
454 object *prev; 446 object *prev;
455 447
456 prev = op; 448 prev = op;
457 op = op->below; 449 op = op->below;
458 450
459 while (op != NULL) 451 while (op)
460 { 452 {
461 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
462 { 454 {
463 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
464 { 456 {
465 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
466 return; 458 return;
467 } 459 }
468 else 460 else
469 { 461 {
470 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
471 nrof -= op->nrof; 463 nrof -= op->nrof;
472 } 464 }
465
473 op = prev; 466 op = prev;
474 } 467 }
468
475 prev = op; 469 prev = op;
476 op = op->below; 470 op = op->below;
477 } 471 }
478} 472}
479 473
480/** 474/**
481 * This checks to see of the player (who) is sufficient level to use a weapon
482 * with improvs improvements (typically last_eat). We take an int here
483 * instead of the object so that the improvement code can pass along the
484 * increased value to see if the object is usuable.
485 * we return 1 (true) if the player can use the weapon.
486 */
487static int
488check_weapon_power (const object *who, int improvs)
489{
490
491/* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level.
494 */
495#if 1
496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
499 return 0;
500
501#else
502 int level = 0;
503
504 /* The skill system hands out wc and dam bonuses to fighters
505 * more generously than the old system (see fix_player). Thus
506 * we need to curtail the power of player enchanted weapons.
507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
508 * Note: Nothing should break by allowing this ratio to be different or
509 * using normal level - it is just a matter of play balance.
510 */
511 if (who->type == PLAYER)
512 {
513 object *wc_obj = NULL;
514
515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517 level = wc_obj->level;
518
519 if (!level)
520 {
521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
526 level = who->level;
527
528 return (improvs <= ((level / 5) + 5));
529#endif
530}
531
532/**
533 * 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.
534 * 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.
535 */ 477 */
536static int 478static int
537check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
538{ 480{
539 int count = 0; 481 int count = 0;
540 482
541 if (improver->slaying != NULL) 483 if (improver->slaying)
542 { 484 {
543 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
544 if (count < 1) 486 if (count < 1)
545 { 487 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 489 return 0;
551 } 490 }
552 } 491 }
553 else 492 else
554 count = 1; 493 count = 1;
557} 496}
558 497
559/** 498/**
560 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
561 */ 500 */
562int 501static int
563improve_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)
564{ 503{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 504 stat += sacrifice_count;
568 weapon->last_eat++; 505 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
570 decrease_ob (improver);
571 507
572 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
573 op->update_stats (); 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
574 return 1; 517 return 1;
575} 518}
576 519
577/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 525#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 527#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 530#define IMPROVE_INT 10
588#define IMPROVE_POW 11 531#define IMPROVE_POW 11
589
590 532
591/** 533/**
592 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
594 */ 536 */
595
596int 537int
597prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
598{ 539{
599 int sacrifice_count, i; 540 int sacrifice_count, i;
600 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
601 542
602 if (weapon->level != 0) 543 if (weapon->level != 0)
603 { 544 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
605 return 0; 546 return 0;
606 } 547 }
548
607 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 550 if (weapon->resist[i])
609 break; 551 break;
610 552
611 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
618 { 560 {
619 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.>");
620 return 0; 564 return 0;
621 } 565 }
566
622 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
624 return 0; 569 return 0;
570
625 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
628 573
629 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 ));
630 579
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 583 slot at once! */
635 decrease_ob (improver); 584 improver->decrease ();
636 weapon->last_eat = 0; 585 weapon->last_eat = 0;
637 return 1; 586 return 1;
638} 587}
639
640 588
641/** 589/**
642 * 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.
643 * This is the new improve weapon code. 591 * This is the new improve weapon code.
644 * 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.
653improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
654{ 602{
655 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
656 604
657 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
660 } 607
661 if (weapon->level == 0) 608 if (weapon->level == 0)
662 { 609 {
663 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.>");
664 return 0; 613 return 0;
665 } 614 }
666 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
667 { 618 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 620 return 0;
670 } 621 }
671 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))
672 { 625 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
674 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 "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
676 return 0; 629 return 0;
677 } 630 }
631
678 /* 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
679 * 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,
680 * 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
681 * weapon can be improved. 635 * weapon can be improved.
682 */ 636 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 638 {
685 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
687 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));
688 weapon->last_eat++; 642 weapon->last_eat++;
689 643
690 weapon->item_power++; 644 weapon->item_power++;
691 decrease_ob (improver); 645 improver->decrease ();
692 return 1; 646 return 1;
693 } 647 }
648
694 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 650 {
696 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 653 if (weapon->weight < 1)
699 weapon->weight = 1; 654 weapon->weight = 1;
655
700 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));
701 weapon->last_eat++; 657 weapon->last_eat++;
702 weapon->item_power++; 658 weapon->item_power++;
703 decrease_ob (improver); 659 improver->decrease ();
704 return 1; 660 return 1;
705 } 661 }
662
706 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 664 {
708 weapon->magic++; 665 weapon->magic++;
709 weapon->last_eat++; 666 weapon->last_eat++;
710 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));
711 decrease_ob (improver); 668 improver->decrease ();
712 weapon->item_power++; 669 weapon->item_power++;
713 return 1; 670 return 1;
714 } 671 }
715 672
716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
721 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
722 679
723 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
725 { 682 {
726 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));
727 return 0; 684 return 0;
728 } 685 }
686
729 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 688 weapon->item_power++;
731 689
732 switch (improver->stats.sp) 690 switch (improver->stats.sp)
733 { 691 {
734 case IMPROVE_STR:
735 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");
736 case IMPROVE_DEX:
737 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");
738 case IMPROVE_CON:
739 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");
740 case IMPROVE_WIS:
741 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");
742 case IMPROVE_CHA:
743 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");
744 case IMPROVE_INT:
745 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");
746 case IMPROVE_POW:
747 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");
748 default: 699 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
750 } 701 }
702
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 704 return 0;
753} 705}
754 706
755/** 707/**
762{ 714{
763 object *otmp; 715 object *otmp;
764 716
765 if (op->type != PLAYER) 717 if (op->type != PLAYER)
766 return 0; 718 return 0;
719
767 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))
768 { 721 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 723 return 0;
771 } 724 }
725
772 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
773 if (!otmp) 728 if (!otmp)
774 { 729 {
775 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.>");
776 return 0; 731 return 0;
777 } 732 }
733
778 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 735 {
780 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!");
781 return 0; 737 return 0;
782 } 738 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
784 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
786 return 1; 744 return 1;
787} 745}
788 746
813{ 771{
814 object *tmp; 772 object *tmp;
815 773
816 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
817 { 775 {
818 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!");
819 return 0; 777 return 0;
820 } 778 }
779
821 /* 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,
822 * 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.
823 * 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
824 * of gnarg and what not?) 783 * of gnarg and what not?)
825 */ 784 */
826 if (armour->title) 785 if (armour->title)
827 { 786 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 788 return 0;
830 } 789 }
831 790
832 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
834 */ 793 */
835 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
836 tmp = get_split_ob (armour, armour->nrof - 1);
837 else
838 tmp = NULL;
839 795
840 armour->magic++; 796 armour->magic++;
841 797
842 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
843 { 799 {
848 { 804 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 806 pow++;
851 } 807 }
852 808
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 810 }
855 else 811 else
856 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;
857 813
858 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
859 { 815 {
860 int base = 100; 816 int base = 100;
861 int pow = 0; 817 int pow = 0;
864 { 820 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 822 pow++;
867 } 823 }
868 824
869 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
870 } 826 }
871 else 827 else
872 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;
873 829
874 if (armour->weight <= 0) 830 if (armour->weight <= 0)
875 { 831 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 833 armour->weight = 1;
878 } 834 }
879 835
880 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);
881 837
882 if (op->type == PLAYER) 838 if (op->type == PLAYER)
883 { 839 {
884 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats (); 843 op->update_stats ();
887 } 844 }
888 decrease_ob (improver); 845
846 improver->decrease ();
847
889 if (tmp) 848 if (tmp)
890 { 849 op->insert (tmp);
891 insert_ob_in_ob (tmp, op); 850
892 esrv_send_item (op, tmp);
893 }
894 return 1; 851 return 1;
895} 852}
896
897 853
898/* 854/*
899 * 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
900 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
901 */ 857 *
902#define CONV_FROM(xyz) xyz->slaying
903#define CONV_TO(xyz) xyz->other_arch
904#define CONV_NR(xyz) xyz->stats.sp
905#define CONV_NEED(xyz) xyz->stats.food
906
907/* Takes one items and makes another. 858 * Takes one type of items and makes another.
908 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
909 * 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
910 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
911 */ 862 */
912int 863int
913convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
914{ 865{
915 int nr = 0;
916 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;
917 875
918 /* 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,
919 * 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
920 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
921 */ 879 */
922 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
923 { 881 {
924 int cost;
925
926 if (item->type != MONEY) 882 if (item->type != MONEY)
927 return 0; 883 return 0;
928 884
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr) 886 if (!nr)
931 return 0; 887 return 0;
932 cost = nr * CONV_NEED (converter) / item->value; 888
933 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
934 if (nr * CONV_NEED (converter) % item->value) 890
935 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
936 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
937 894
938 price_in = cost * item->value; 895 price_in = cost * item->value;
939 } 896 }
940 else 897 else
941 { 898 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
944 return 0; 902 return 0;
945 903
946 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
947 { 907 {
948 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
950 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
951 } 911 }
952 else 912 else
953 { 913 {
954 price_in = item->value; 914 price_in = item->value;
955 item->destroy (); 915 item->destroy ();
956 } 916 }
957 } 917 }
958 918
959 if (converter->inv != NULL) 919 if (converter->inv)
960 { 920 {
961 object *ob; 921 object *ob;
962 int i; 922 int i;
963 object *ob_to_copy; 923 object *ob_to_copy;
964 924
965 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
967 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++)
968 {
969 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 929 ob_to_copy = ob;
972 } 930
973 } 931 item = ob_to_copy->deep_clone ();
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 934 }
978 else 935 else
979 { 936 {
980 if (converter->other_arch == NULL) 937 if (!conv_to)
981 { 938 {
982 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",
983 &converter->name, converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 941 return -1;
985 } 942 }
986 943
987 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 946 }
990 947
991 if (CONV_NR (converter)) 948 if (give)
992 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
993 if (nr) 951 if (nr)
994 item->nrof *= nr; 952 item->nrof *= nr;
995 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
996 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 }
997 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
998 { 966 {
999 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",
1000 &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);
1001
1002 /** 969 /**
1003 * 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
1004 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1005 */ 972 */
1006 } 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
1007 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);
1008 return 1; 981 return 1;
1009} 982}
1010 983
1011/** 984/**
1012 * Handle apply on containers. 985 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
1016 */ 989 */
1017
1018int 990int
1019apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
1020{ 992{
1021 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 994 return 0; /* This might change */
1026 995
1027 if (sack == NULL || sack->type != CONTAINER) 996 if (!sack || sack->type != CONTAINER)
1028 { 997 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 999 return 0;
1031 } 1000 }
1032 1001
1033 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1034 1003
1035 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;
1036 { 1008 }
1037 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)
1038 { 1014 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1015 // open on ground or inv, so close
1016 op->close_container ();
1040 return 1; 1017 return 1;
1041 } 1018 }
1042 1019 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 1020 {
1058 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;
1059 { 1024 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1025
1080 if (tmp && tmp->type == CLOSE_CON) 1026 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1031 op->close_container ();
1089 { 1032 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1033 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 1035 return 1;
1093 apply_container (op, tmp); 1036 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1037
1095 op->container = sack; 1038 // it's locked?
1096 strcat (buf, query_name (sack)); 1039 if (sack->slaying)
1097 strcat (buf, "."); 1040 {
1098 } 1041 if (object *tmp = find_key (op, op, sack))
1099 else 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1043 else
1107 { 1044 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 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)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1046 return 1;
1144 } 1047 }
1145 }
1146 } 1048 }
1147 1049
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1050 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1051
1153 return 1; 1052 return 1;
1154} 1053}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1054
1281/** 1055/**
1282 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1284 */ 1058 */
1287{ 1061{
1288 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1289 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1290 return 0; 1064 return 0;
1291 1065
1292 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1293 { 1067 {
1294 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1295 * 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
1296 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1297 */ 1071 */
1298 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1299 { 1073 {
1300 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));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 1077 * old maps.
1304 */ 1078 */
1305 1079
1306/* push_button (altar);*/ 1080/* push_button (altar);*/
1307 } 1081 }
1308 else 1082 else
1309 { 1083 {
1310 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1311 push_button (altar); 1085 push_button (altar, originator);
1312 } 1086 }
1313 1087
1314 return !sacrifice; 1088 return !sacrifice;
1315 } 1089 }
1316 else 1090 else
1331 double opinion; 1105 double opinion;
1332 object *tmp, *next; 1106 object *tmp, *next;
1333 1107
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 1109
1336 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 ())
1337 { 1122 {
1338 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1340 * the shop. 1125 * the shop.
1341 */ 1126 */
1345 1130
1346 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 { 1132 {
1348 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);
1349 1134
1135 if (i >= 0)
1350 tmp->remove (); 1136 tmp->move (i);
1351
1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1356 tmp->x = op->x + freearr_x[i];
1357 tmp->y = op->y + freearr_y[i];
1358 insert_ob_in_map (tmp, op->map, op, 0);
1359 } 1137 }
1360 } 1138 }
1361 1139
1362 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1363 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1366 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1368 */ 1146 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 { 1148 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 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);
1374 1151
1375 if (i != -1) 1152 if (i != -1)
1376 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);
1377 1154
1378 return 0; 1155 return 0;
1379 } 1156 }
1157
1380 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1382 */ 1160 */
1383 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1384 } 1162 }
1385 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1386 { 1164 {
1387 /* this is only used for players */ 1165 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1389 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
1390 if (shop_mat->msg) 1175 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1392 /* 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,
1393 * 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
1394 * actually the shop floor. 1179 * actually the shop floor.
1395 */ 1180 */
1396 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1397 { 1182 {
1398 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1399 1184
1400 if (opinion > 0.9) 1185 op->statusmsg (
1401 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."
1402 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 1190 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 1191 }
1409 } 1192 }
1410 else 1193 else
1411 { 1194 {
1412 /* 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
1413 * 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
1414 * they are not on the mat anymore 1197 * they are not on the mat anymore
1415 */ 1198 */
1416 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);
1417 1200
1418 if (i == -1) 1201 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 1203 else
1423 { 1204 {
1424 op->remove (); 1205 op->remove ();
1425 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1436 * Handles applying a sign. 1217 * Handles applying a sign.
1437 */ 1218 */
1438static void 1219static void
1439apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1440{ 1221{
1441 readable_message_type *msgType; 1222 if (!op->is_player())
1442 char newbuf[HUGE_BUF]; 1223 return;
1443 1224
1444 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1445 { 1226 {
1446 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));
1447 return; 1228 return;
1448 } 1229 }
1449 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
1450 if (sign->stats.food) 1240 if (sign->stats.food)
1451 { 1241 {
1452 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1453 { 1243 {
1454 if (!sign->move_on) 1244 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1456 return; 1247 return;
1457 } 1248 }
1458 1249
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 1251 sign->last_eat++;
1465 * 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
1466 * to us). 1257 * to us).
1467 */ 1258 */
1468 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)
1469 { 1260 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1471 return; 1262 return;
1472 } 1263 }
1473 msgType = get_readable_message_type (sign); 1264
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1475 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);
1476} 1307}
1477 1308
1478/** 1309/**
1479 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1504 */ 1335 */
1505 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1506 { 1337 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[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);
1509 return; 1340 return;
1510 } 1341 }
1342
1511 recursion_depth++; 1343 recursion_depth++;
1512 if (trap->head) 1344 if (trap->head)
1513 trap = trap->head; 1345 trap = trap->head;
1514 1346
1515 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)))
1516 goto leave;
1517
1518 switch (trap->type) 1348 switch (trap->type)
1519 { 1349 {
1520 case PLAYERMOVER: 1350 case PLAYERMOVER:
1521 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:
1522 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1523 if (!trap->stats.maxsp) 1422 if (!trap->value)
1524 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1525 1425
1526 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1527 * 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
1528 */ 1441 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1530 1443
1531 /* 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)
1532 * above with some objects have zero speed, and thus the player 1445 {
1533 * 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 }
1534 */ 1455 }
1535 if (victim->speed_left < -50.0) 1456 break;
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1457 }
1539 goto leave;
1540 1458
1541 case SPINNER: 1459 case CONVERTER:
1542 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1543 {
1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1545 update_turn_face (victim);
1546 }
1547 goto leave;
1548
1549 case DIRECTOR:
1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1593 { 1461 {
1594 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1595 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599
1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1605 } 1464 }
1606 1465
1607 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))
1608 { 1488 {
1609 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1610 * ab->above would be bogus 1490 * players output.
1611 */ 1491 */
1612 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1613 1494
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1615 { 1496 victim->enter_exit (trap);
1616 if (!sound_was_played)
1617 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 }
1624 } 1497 }
1625 goto leave; 1498 break;
1626 }
1627 1499
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0)
1631 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1681 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684 enter_exit (victim, trap);
1685 }
1686 goto leave;
1687
1688 case ENCOUNTER: 1500 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1690 goto leave; 1502 break;
1691 1503
1692 case SHOP_MAT: 1504 case SHOP_MAT:
1693 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1694 goto leave; 1506 break;
1695 1507
1696 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1697 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1698 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1699 goto leave; 1511 break;
1700 1512
1701 case SIGN: 1513 case SIGN:
1702 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1703 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1704 1516
1705 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1706 goto leave; 1518 break;
1707 1519
1708 case CONTAINER: 1520 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1713 goto leave; 1522 break;
1714 1523
1715 case RUNE: 1524 case RUNE:
1716 case TRAP: 1525 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1719 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1720 } 1528 break;
1721 goto leave;
1722 1529
1723 default: 1530 default:
1724 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 "
1725 "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);
1726 goto leave; 1533 break;
1727 } 1534 }
1728 1535
1729leave:
1730 recursion_depth--; 1536 recursion_depth--;
1731} 1537}
1732 1538
1733/** 1539/**
1734 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1739 int lev_diff; 1545 int lev_diff;
1740 object *skill_ob; 1546 object *skill_ob;
1741 1547
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1549 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1745 return; 1551 return;
1746 } 1552 }
1553
1747 if (tmp->msg == NULL) 1554 if (!tmp->msg)
1748 { 1555 {
1749 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));
1750 return; 1557 return;
1751 } 1558 }
1752 1559
1753 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob) 1562 if (!skill_ob)
1756 { 1563 {
1757 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));
1758 return; 1565 return;
1759 } 1566 }
1567
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1570 {
1763 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1764 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."
1765 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1766 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."
1767 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1769 else if (lev_diff < 8)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1771 else if (lev_diff < 15)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1775 return; 1577 return;
1776 } 1578 }
1777 1579
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1581
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1582 if (player *pl = op->contr)
1781 msgType->message_type, msgType->message_subtype, 1583 if (client *ns = pl->ns)
1782 "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));
1783 1585
1784 /* gain xp from reading */ 1586 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1588 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 { 1592 {
1791 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1792 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793 1595
1794 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1795 if (tmp->env)
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->ns->floorbox_update ();
1799 } 1598 }
1800 1599
1801 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1802 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 */
1803 } 1602 }
1808 * 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
1809 */ 1608 */
1810static void 1609static void
1811apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1812{ 1611{
1813 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1814 { 1613 {
1815 case 0: 1614 case 0:
1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1817 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)));
1818 return; 1617 break;
1819 1618
1820 case 1: 1619 case 1:
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1822 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));
1823 return; 1623 break;
1824 1624
1825 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1826 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)));
1827 decrease_ob (tmp);
1828 return; 1629 break;
1829 } 1630 }
1830} 1631}
1831 1632
1832/** 1633/**
1833 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1853 return; 1654 return;
1854 } 1655 }
1855 return; 1656 return;
1856 } 1657 }
1857 1658
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1660
1859 tmp = spell->clone (); 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 SET_FLAG (tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1882 { 1684 {
1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1884 return; 1686 return;
1885 } 1687 }
1886 1688
1887 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));
1888 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1889 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1890 spob->destroy (); 1692 spob->destroy ();
1891} 1693}
1892 1694
1900{ 1702{
1901 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1902 1704
1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 { 1706 {
1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1906 return; 1708 return;
1907 } 1709 }
1908 1710
1909 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks 1713 * legacy spellbooks
1912 */ 1714 */
1913
1914 if (tmp->slaying != NULL) 1715 if (tmp->slaying)
1915 { 1716 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell) 1718 if (!spell)
1918 { 1719 {
1919 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));
1920 return; 1721 return;
1921 } 1722 }
1922 else 1723 else
1923 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1924 tmp->slaying = NULL; 1726 tmp->slaying = 0;
1925 } 1727 }
1926 1728
1927 skop = find_skill_by_name (op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1928 1730
1929 /* 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
1930 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1931 if (!skop) 1733 if (!skop)
1932 { 1734 {
1933 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));
1934 return; 1736 return;
1935 } 1737 }
1936 1738
1937 spell = tmp->inv; 1739 spell = tmp->inv;
1938 1740
1939 if (!spell) 1741 if (!spell)
1940 { 1742 {
1941 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);
1942 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!");
1943 return; 1745 return;
1944 } 1746 }
1945 1747
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1947 { 1750 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1949 return; 1753 return;
1950 } 1754 }
1951 1755
1952 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));
1953 1757
1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1956 identify (tmp); 1759 identify (tmp);
1957
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->ns->floorbox_update ();
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
2107 treas->remove (); 1900 treas->remove ();
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);
2116 1908
2117 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
2121 */ 1913 */
2122 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
2123 break; 1915 break;
2124 } 1916 }
2125 1917
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1919 tmp->decrease (true);
2128
2129} 1920}
2130 1921
2131/** 1922/**
2132 * op eats food. 1923 * op eats food.
2133 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2148 { 1939 {
2149 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
2151 { 1942 {
2152 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
2153 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!");
2154 else 1945 else
2155 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!");
2156 } 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 );
2157 1956
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 { 1958 {
2160 char buf[MAX_BUF]; 1959 const char *buf;
2161 1960
2162 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
2163 { 1962 {
2164 /* eating message for normal players */ 1963 /* eating message for normal players */
2165 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2167 else 1966 else
2168 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.");
2169 } 1968 }
2170 else 1969 else
2171 {
2172 /* eating message for dragon players */ 1970 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2174 }
2175 1972
2176 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
2177 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2181 else 1979 else
2182 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2183 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2186 op->stats.food = 999; 1985 op->stats.food = 999;
2187 } 1986 }
2189 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
2192 } 1991 }
2193 } 1992 }
1993
2194 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 1995 tmp->decrease ();
2196} 1996}
2197 1997
2198/** 1998/**
2199 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * 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.
2210{ 2010{
2211 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2214 2014
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2025 return 0;
2227 2026
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2028 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2233 { 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2032 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2034 abil = tmp;
2238 }
2239 }
2240 2035
2241 /* 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
2242 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2244 return 0; 2039 return 0;
2246 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2249 else 2044 else
2250 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2251 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2253 2049
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255 2051
2285 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2288 2084
2289 /* 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!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2087 {
2292 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2293 winners++; 2089 winners++;
2294 } 2090 }
2295 2091
2300 } 2096 }
2301 } 2097 }
2302 2098
2303 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2305 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2306 if (totalchance > 50.) 2104 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2316 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))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2116 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2321 2120
2322 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2323 i = -1; 2122 i = -1;
2324 if (winners > 0) 2123 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2326 2125
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2127 {
2329 /* resistance increased! */ 2128 /* resistance increased! */
2330 skin->resist[i]++; 2129 skin->resist[i]++;
2331 op->update_stats (); 2130 op->update_stats ();
2332 2131
2333 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]));
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2133 }
2336 2134
2337 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2338 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 */
2339 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)
2340 { 2138 {
2341 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> */
2342 2140
2343 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
2344 { 2147 ));
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else 2148 else
2351 { 2149 {
2352 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]));
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0; 2151 abil->last_eat = 0;
2355 } 2152 }
2356 } 2153 }
2154
2357 return 1; 2155 return 1;
2358} 2156}
2359 2157
2360/** 2158/**
2361 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2364static void 2162static void
2365apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2366{ 2164{
2367 object *armor; 2165 object *armor;
2368 2166
2369 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))
2370 { 2168 {
2371 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.>");
2372 return; 2170 return;
2373 } 2171 }
2374 2172
2375 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2376 2174
2377 if (!armor) 2175 if (!armor)
2378 { 2176 {
2379 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.");
2380 return; 2178 return;
2381 } 2179 }
2382 2180
2383 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2384 && armor->type != CLOAK 2182 && armor->type != CLOAK
2385 && 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)
2386 { 2184 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2388 return; 2186 return;
2389 } 2187 }
2390 2188
2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2392 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2393} 2191}
2394 2192
2395extern void 2193void
2396apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2397{ 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
2398 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2399 { 2202 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2403 } 2206 }
2207
2404 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2405 { 2209 {
2406 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);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2408 } 2212 }
2213
2409 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp); 2215 poison->destroy ();
2411 decrease_ob (tmp);
2412} 2216}
2413 2217
2414/** 2218/**
2415 * 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.
2416 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2417 * -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)
2418 * -You are 2222 * -You are
2419 * ° the owner of the exit 2223 * ° the owner of the exit
2420 * ° or in the same party as the owner 2224 * ° or in the same party as the owner
2424 * 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).
2425 */ 2229 */
2426int 2230int
2427is_legal_2ways_exit (object *op, object *exit) 2231is_legal_2ways_exit (object *op, object *exit)
2428{ 2232{
2429 object *tmp;
2430 object *exit_owner;
2431 maptile *exitmap;
2432
2433 if (exit->stats.exp != 1) 2233 if (exit->stats.exp != 1)
2434 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 */
2435 2235
2236#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2239#endif
2438 2240
2439 /* To know if an exit has a correspondant, we look at 2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2440 * all the exits in destination and try to find one with same path as 2242
2441 * the current exit's position */ 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2442 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2443 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2444 else
2445 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2446 2244
2447 if (exitmap) 2245 if (exitmap)
2448 { 2246 {
2247 exitmap->load_sync ();
2248
2449 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2450 2250
2451 if (!tmp) 2251 if (!tmp)
2452 return 0; 2252 return 0;
2453 2253
2454 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2254 for (; tmp; tmp = tmp->above)
2455 { 2255 {
2456 if (tmp->type != EXIT) 2256 if (tmp->type != EXIT)
2457 continue; /*Not an exit */ 2257 continue; /*Not an exit */
2458 2258
2459 if (!EXIT_PATH (tmp)) 2259 if (!EXIT_PATH (tmp))
2460 continue; /*Not a valid exit */ 2260 continue; /*Not a valid exit */
2461 2261
2462 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2463 continue; /*Not in the same place */ 2263 continue; /*Not in the same place */
2464 2264
2465 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2265 if (exit->map->path != EXIT_PATH (tmp))
2466 continue; /*Not in the same map */ 2266 continue; /*Not in the same map */
2467 2267
2468 /* 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
2469 * 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
2470 * town portals to prevent strangers from visiting your appartments 2270 * town portals to prevent strangers from visiting your appartments
2471 */ 2271 */
2472 if (!exit->race) 2272 if (!exit->race)
2473 return 1; /*No owner, free for all! */ 2273 return 1; /*No owner, free for all! */
2474 2274
2475 exit_owner = NULL; 2275 object *exit_owner = 0;
2476 2276
2477 for_all_players (pp) 2277 for_all_players (pp)
2478 { 2278 {
2479 if (!pp->ob) 2279 if (!pp->ob)
2480 continue; 2280 continue;
2503 } 2303 }
2504 2304
2505 return 0; 2305 return 0;
2506} 2306}
2507 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}
2508 2552
2509/** 2553/**
2510 * Main apply handler. 2554 * Main apply handler.
2511 * 2555 *
2512 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2514 * Return value: 2558 * Return value:
2515 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2516 * 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
2517 * 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
2518 * 2562 *
2519 * 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
2520 * being applied. 2564 * being applied.
2521 * 2565 *
2522 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2523 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2524 */ 2568 */
2525
2526int 2569int
2527manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2528{ 2571{
2529 if (tmp->head) 2572 op = op->head_ ();
2530 tmp = tmp->head;
2531 2573
2532 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2533 { 2575 {
2534 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2535 { 2577 {
2536 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
2537 return 1; 2580 return 1;
2538 } 2581 }
2539 else 2582 else
2540 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2541 } 2584 }
2542 2585
2543 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2544 return RESULT_INT (0); 2587 return RESULT_INT (0);
2545 2588
2546 switch (tmp->type) 2589 switch (op->type)
2547 { 2590 {
2548 case CF_HANDLE: 2591 case CF_HANDLE:
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2592 who->play_sound (sound_find ("turn_handle"));
2550 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2593 who->statusmsg ("You turn the handle.");
2551 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2552 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2553 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2554 push_button (tmp); 2597 push_button (op, who);
2555 return 1; 2598 return 1;
2556 2599
2557 case TRIGGER: 2600 case TRIGGER:
2558 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2559 { 2602 {
2560 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2561 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2604 who->play_sound (sound_find ("turn_handle"));
2562 } 2605 }
2563 else 2606 else
2564 { 2607 who->failmsg ("The handle doesn't move.");
2565 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2608
2566 }
2567 return 1; 2609 return 1;
2568 2610
2569 case EXIT: 2611 case EXIT:
2570 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2571 return 0; 2613 return 0;
2614
2572 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2573 { 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)));
2574 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2575 }
2576 else 2617 else
2577 { 2618 {
2578 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2579 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2580 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2581 enter_exit (op, tmp); 2623 who->enter_exit (op);
2582 } 2624 }
2625
2583 return 1; 2626 return 1;
2584 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
2585 case SIGN: 2633 case SIGN:
2586 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2587 return 1; 2635 return 1;
2588 2636
2589 case BOOK: 2637 case BOOK:
2590 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2591 { 2639 {
2592 apply_book (op, tmp); 2640 apply_book (who, op);
2593 return 1; 2641 return 1;
2594 } 2642 }
2595 else 2643 else
2644 return 0;
2645
2646 case SKILLSCROLL:
2647 if (who->type == PLAYER)
2596 { 2648 {
2597 return 0;
2598 }
2599
2600 case SKILLSCROLL:
2601 if (op->type == PLAYER)
2602 {
2603 apply_skillscroll (op, tmp); 2649 apply_skillscroll (who, op);
2604 return 1;
2605 }
2606 return 0;
2607
2608 case SPELLBOOK:
2609 if (op->type == PLAYER)
2610 {
2611 apply_spellbook (op, tmp);
2612 return 1;
2613 }
2614 return 0;
2615
2616 case SCROLL:
2617 apply_scroll (op, tmp, 0);
2618 return 1;
2619
2620 case POTION:
2621 (void) apply_potion (op, tmp);
2622 return 1;
2623
2624 /* Eneq(@csd.uu.se): Handle apply on containers. */
2625 case CLOSE_CON:
2626 if (op->type == PLAYER)
2627 (void) esrv_apply_container (op, tmp->env);
2628 else
2629 (void) apply_container (op, tmp->env);
2630 return 1;
2631
2632 case CONTAINER:
2633 if (op->type == PLAYER)
2634 (void) esrv_apply_container (op, tmp);
2635 else
2636 (void) apply_container (op, tmp);
2637 return 1;
2638
2639 case TREASURE:
2640 if (op->type == PLAYER)
2641 {
2642 apply_treasure (op, tmp);
2643 return 1; 2650 return 1;
2644 } 2651 }
2645 else 2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2646 { 2657 {
2658 apply_spellbook (who, op);
2647 return 0; 2659 return 1;
2648 } 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;
2649 2695
2650 case WEAPON: 2696 case WEAPON:
2651 case ARMOUR: 2697 case ARMOUR:
2652 case BOOTS: 2698 case BOOTS:
2653 case GLOVES: 2699 case GLOVES:
2661 case WAND: 2707 case WAND:
2662 case ROD: 2708 case ROD:
2663 case HORN: 2709 case HORN:
2664 case SKILL: 2710 case SKILL:
2665 case BOW: 2711 case BOW:
2666 case LAMP:
2667 case BUILDER: 2712 case BUILDER:
2668 case SKILL_TOOL: 2713 case SKILL_TOOL:
2669 if (tmp->env != op) 2714 if (op->env != who)
2670 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2716
2671 (void) apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2672 return 1; 2718 return 1;
2673 2719
2674 case DRINK: 2720 case DRINK:
2675 case FOOD: 2721 case FOOD:
2676 case FLESH: 2722 case FLESH:
2677 apply_food (op, tmp); 2723 apply_food (who, op);
2678 return 1; 2724 return 1;
2679 2725
2680 case POISON: 2726 case POISON:
2681 apply_poison (op, tmp); 2727 apply_poison (who, op);
2682 return 1; 2728 return 1;
2683 2729
2684 case SAVEBED: 2730 case SAVEBED:
2685 return 1; 2731 return 1;
2686 2732
2687 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2688 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2689 { 2735 {
2690 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2691 return 1; 2737 return 1;
2692 } 2738 }
2693 else 2739 else
2694 return 0; 2740 return 0;
2695 2741
2696 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2697 (void) check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2698 return 1; 2744 return 1;
2699 2745
2700 case CLOCK: 2746 case CLOCK:
2701 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2702 { 2748 {
2703 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2704 timeofday_t tod; 2750 timeofday_t tod;
2705 2751
2706 get_tod (&tod); 2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2707 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2708 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2709 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2710 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2758 ));
2711 new_draw_info (NDI_UNIQUE, 0, op, buf);
2712 return 1; 2759 return 1;
2713 } 2760 }
2714 else 2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2715 { 2766 {
2716 return 0;
2717 }
2718
2719 case MENU:
2720 if (op->type == PLAYER)
2721 {
2722 shop_listing (op); 2767 shop_listing (op, who);
2723 return 1; 2768 return 1;
2724 } 2769 }
2725 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)
2726 { 2779 {
2727 return 0;
2728 }
2729
2730 case POWER_CRYSTAL:
2731 apply_power_crystal (op, tmp); /* see egoitem.c */
2732 return 1;
2733
2734 case LIGHTER: /* for lighting torches/lanterns/etc */
2735 if (op->type == PLAYER)
2736 {
2737 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2738 return 1; 2781 return 1;
2739 } 2782 }
2740 else 2783 else
2741 {
2742 return 0; 2784 return 0;
2743 }
2744 2785
2745 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2746 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2747 return 1; 2788 return 1;
2748 2789
2749 default: 2790 default:
2750 return 0; 2791 return 0;
2751 } 2792 }
2752} 2793}
2753
2754 2794
2755/* 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"
2756 * 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
2757 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2758 * 2798 *
2759 * Same return value as apply() function. 2799 * Same return value as apply() function.
2760 */ 2800 */
2761int 2801int
2762player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2763{ 2803{
2764 int tmp;
2765
2766 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2767 { 2805 {
2768 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2769 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2770 { 2808 {
2771 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.>");
2772 return 0; 2812 return 0;
2773 } 2813 }
2774 } 2814 }
2775 2815
2776 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2777 * applied.
2778 */
2779 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2780 {
2781 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2782 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2783 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2784 op->destroy ();
2785 return 1;
2786 }
2787
2788 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2789 2817
2790 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2791 if (!quiet) 2820 if (!quiet)
2792 { 2821 {
2793 if (tmp == 0) 2822 if (tmp == 0)
2794 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)));
2795 else if (tmp == 2) 2824 else if (tmp == 2)
2796 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2797 } 2826 }
2827
2798 return tmp; 2828 return tmp;
2799} 2829}
2800 2830
2801/** 2831/**
2802 * player_apply_below attempts to apply the object 'below' the player. 2832 * player_apply_below attempts to apply the object 'below' the player.
2803 * 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
2804 * we use the ground. 2834 * we use the ground.
2805 */ 2835 */
2806
2807void 2836void
2808player_apply_below (object *pl) 2837player_apply_below (object *pl)
2809{ 2838{
2810 object *tmp, *next;
2811 int floors; 2839 int floors = 0;
2812 2840
2813 /* 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
2814 * item in the container. Otherwise, use the map. 2842 * item in the container. Otherwise, use the map.
2815 */
2816 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2817
2818 /* 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
2819 * 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
2820 * 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
2821 * 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
2822 * not return a proper value. 2847 * not return a proper value.
2823 */ 2848 */
2824 for (floors = 0; tmp != NULL; tmp = next) 2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2825 { 2850 {
2826 next = tmp->below; 2851 next = tmp->below;
2852
2827 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828 floors++; 2854 floors++;
2829 else if (floors > 0) 2855 else if (floors > 0)
2830 return; /* process only floor objects after first floor object */ 2856 return; /* process only floor objects after first floor object */
2831 2857
2833 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2834 * 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
2835 * the item needs. 2861 * the item needs.
2836 */ 2862 */
2837 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2838 {
2839 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2840 return; 2865 return;
2841 } 2866
2842 if (floors >= 2) 2867 if (floors >= 2)
2843 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2844 } 2869 }
2845} 2870}
2846 2871
2851 * 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.
2852 */ 2877 */
2853static int 2878static int
2854unapply_special (object *who, object *op, int aflags) 2879unapply_special (object *who, object *op, int aflags)
2855{ 2880{
2856 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)))
2857 return RESULT_INT (0); 2883 return RESULT_INT (0);
2858 2884
2859 object *tmp2;
2860
2861 CLEAR_FLAG (op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2886
2862 switch (op->type) 2887 switch (op->type)
2863 { 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
2864 case WEAPON: 2903 case WEAPON:
2865 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 }
2866 2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2867 (void) change_abil (who, op); 2913 change_abil (who, op);
2868 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2869 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2870 clear_skill (who);
2871 break; 2915 break;
2872 2916
2873 case SKILL: /* allows objects to impart skills */
2874 case SKILL_TOOL: 2917 case SKILL:
2875 if (op != who->chosen_skill) 2918 if (who->contr)
2876 { 2919 {
2877 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)));
2878 } 2929 }
2879 if (who->type == PLAYER) 2930
2880 {
2881 if (who->contr->shoottype == range_skill)
2882 who->contr->shoottype = range_none;
2883 if (!op->invisible)
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2886 }
2887 else
2888 {
2889 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2890 }
2891 }
2892 (void) change_abil (who, op); 2931 change_abil (who, op);
2893 who->chosen_skill = NULL;
2894 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2895 break; 2933 break;
2896 2934
2897 case ARMOUR: 2935 case ARMOUR:
2898 case HELMET: 2936 case HELMET:
2902 case GLOVES: 2940 case GLOVES:
2903 case AMULET: 2941 case AMULET:
2904 case GIRDLE: 2942 case GIRDLE:
2905 case BRACERS: 2943 case BRACERS:
2906 case CLOAK: 2944 case CLOAK:
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2908 (void) change_abil (who, op); 2946 change_abil (who, op);
2909 break; 2947 break;
2910 case LAMP:
2911 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2912 tmp2 = arch_to_object (op->other_arch);
2913 tmp2->x = op->x;
2914 tmp2->y = op->y;
2915 tmp2->map = op->map;
2916 tmp2->below = op->below;
2917 tmp2->above = op->above;
2918 tmp2->stats.food = op->stats.food;
2919 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2920 2948
2921 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2922 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2923
2924 if (who->type == PLAYER)
2925 esrv_del_item (who->contr, op->count);
2926
2927 op->destroy ();
2928 insert_ob_in_ob (tmp2, who);
2929 who->update_stats ();
2930 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2931 {
2932 if (who->type == PLAYER)
2933 {
2934 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2935 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2936 }
2937 }
2938 if (who->type == PLAYER)
2939 esrv_send_item (who, tmp2);
2940 return 1; /* otherwise, an attempt to drop causes problems */
2941 break;
2942 case BOW: 2949 case BOW:
2943 case WAND: 2950 case WAND:
2944 case ROD: 2951 case ROD:
2945 case HORN: 2952 case HORN:
2946 clear_skill (who); 2953 if (player *pl = who->contr)
2947 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2948 if (who->type == PLAYER)
2949 { 2954 {
2950 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)));
2951 } 2962 }
2952 else 2963 else
2953 { 2964 {
2965 who->change_skill (0);
2966
2954 if (op->type == BOW) 2967 if (op->type == BOW)
2955 CLEAR_FLAG (who, FLAG_READY_BOW); 2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2956 else 2969 else
2957 CLEAR_FLAG (who, FLAG_READY_RANGE); 2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2958 } 2971 }
2972
2959 break; 2973 break;
2960 2974
2961 case BUILDER: 2975 case BUILDER:
2962 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2976 if (who->contr)
2963 who->contr->shoottype = range_none; 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2964 who->contr->ranges[range_builder] = NULL;
2965 break; 2978 break;
2966 2979
2967 default: 2980 default:
2968 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2969 break; 2982 break;
2970 } 2983 }
2971 2984
2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2986 if (object *pl = op->visible_to ())
2987 esrv_send_item (pl, op);
2988
2972 who->update_stats (); 2989 who->update_stats ();
2973 2990
2974 if (!(aflags & AP_NO_MERGE))
2975 {
2976 object *tmp;
2977
2978 tmp = merge_ob (op, NULL);
2979 if (who->type == PLAYER)
2980 {
2981 if (tmp)
2982 { /* it was merged */
2983 esrv_del_item (who->contr, op->count);
2984 op = tmp;
2985 }
2986
2987 esrv_send_item (who, op);
2988 }
2989 }
2990 return 0; 2991 return 0;
2991} 2992}
2992 2993
2993/** 2994/**
2994 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
2995 * Note that 'start' is the first object to start examing - we 2996 * Note that 'start' is the first object to start examing - we
2996 * 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
2997 * something like: 2998 * something like:
2998 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
2999 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3000 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
3001 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
3002 * 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.
3003 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
3004 * invisible other objects that use 3005 * invisible other objects that use
3005 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
3006 */ 3007 */
3007object * 3008static object *
3008get_item_from_body_location (object *start, int loc) 3009get_next_item_from_body_location (int loc, object *start)
3009{ 3010{
3010 object *tmp;
3011
3012 if (!start)
3013 return NULL;
3014
3015 for (tmp = start; tmp; tmp = tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
3016 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))
3017 return tmp; 3015 return tmp;
3018 3016
3019 return NULL; 3017 return 0;
3020} 3018}
3021
3022
3023 3019
3024/** 3020/**
3025 * '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.
3026 * This should only be called when it is known 3022 * This should only be called when it is known
3027 * that there are objects to unapply. This makes pretty heavy 3023 * that there are objects to unapply. This makes pretty heavy
3030 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
3031 * 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
3032 * 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
3033 * another function that does just that. 3029 * another function that does just that.
3034 */ 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
3035int 3037int
3036unapply_for_ob (object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
3037{ 3039{
3038 int i; 3040 if (op->is_range ())
3039 object *tmp = NULL, *last;
3040
3041 /* If we are applying a shield or weapon, unapply any equipped shield
3042 * or weapons first - only allowed to use one weapon/shield at a time.
3043 */
3044 if (op->type == WEAPON || op->type == SHIELD)
3045 {
3046 for (tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3047 {
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3049 {
3050 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)))
3051 { 3044 {
3052 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
3053 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
3054 else 3047 else
3055 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
3056 } 3049 }
3057 else 3050 else
3058 { 3051 {
3059 /* 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.
3060 * 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
3061 * at least generate the message. 3054 * at least generate the message.
3062 */ 3055 */
3063 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)));
3064 return 1; 3057 return 1;
3065 }
3066
3067 } 3058 }
3068 }
3069 }
3070 3059
3071 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3072 { 3061 {
3073 /* this used up a slot that we need to free */ 3062 /* this used up a slot that we need to free */
3074 if (op->body_info[i]) 3063 if (op->slot[i].info)
3075 { 3064 {
3076 last = who->inv; 3065 object *last = who->inv;
3077 3066
3078 /* 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
3079 * to free up enough slots. 3068 * to free up enough slots.
3080 */ 3069 */
3081 while ((who->body_used[i] + op->body_info[i]) < 0) 3070 while ((who->slot[i].used + op->slot[i].info) < 0)
3082 { 3071 {
3083 tmp = get_item_from_body_location (last, i); 3072 object *tmp = get_next_item_from_body_location (i, last);
3073
3084 if (!tmp) 3074 if (!tmp)
3085 { 3075 {
3086#if 0 3076#if 0
3087 /* 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
3088 * equipped. 3078 * equipped.
3089 */ 3079 */
3090 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);
3091#endif 3081#endif
3092 return 1; 3082 return 1;
3093 } 3083 }
3084
3094 /* 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 */
3095 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))))
3096 { 3087 {
3097 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
3098 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
3099 else 3090 else
3100 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
3101 } 3092 }
3102 else 3093 else
3103 { 3094 {
3104 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
3105 * 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,
3106 * 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
3107 * one cursed ring.) 3098 * one cursed ring.)
3108 */ 3099 */
3109 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)));
3110 } 3101 }
3102
3111 last = tmp->below; 3103 last = tmp->below;
3112 } 3104 }
3113 /* 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
3114 * return in the !tmp would have kicked in. 3106 * return in the !tmp would have kicked in.
3115 */ 3107 */
3116 } /* if op is using this body location */ 3108 } /* if op is using this body location */
3117 } /* for body lcoations */ 3109 } /* for body lcoations */
3110
3118 return 0; 3111 return 0;
3119} 3112}
3120 3113
3121/** 3114/**
3122 * Checks to see if 'who' can apply object 'op'. 3115 * Checks to see if 'who' can apply object 'op'.
3123 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
3124 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
3125 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
3126 * 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
3127 * 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?)
3128 * 3121 *
3129 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
3130 * these return values. 3123 * these return values.
3131 */ 3124 */
3132int 3125int
3133can_apply_object (object *who, object *op) 3126can_apply_object (object *who, object *op)
3134{ 3127{
3135 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)))
3136 return RESULT_INT (0); 3129 return RESULT_INT (0);
3137 3130
3138 int i, retval = 0; 3131 int retval = 0;
3139 object *tmp = NULL, *ws = NULL; 3132 object *tmp = 0, *ws = 0;
3140 3133
3141 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3142 * 2 weapons, but we don't want to let them do that. So if they are
3143 * trying to equip a weapon or shield, see if they already have one
3144 * in place and store that way.
3145 */
3146 if (op->type == WEAPON || op->type == SHIELD)
3147 { 3135 {
3148 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3136 if (op->slot[i].info)
3149 { 3137 {
3150 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)
3151 { 3140 {
3152 retval = CAN_APPLY_UNAPPLY;
3153 ws = tmp;
3154 }
3155 }
3156 }
3157
3158
3159 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3160 {
3161 if (op->body_info[i])
3162 {
3163 /* Item uses more slots than we have */
3164 if (FABS (op->body_info[i]) > who->body_info[i])
3165 {
3166 /* Could return now for efficiently - rest of info below isn' 3141 /* Could return now for efficiency - rest of info below isn't
3167 * really needed. 3142 * really needed.
3168 */ 3143 */
3169 retval |= CAN_APPLY_NEVER; 3144 retval |= CAN_APPLY_NEVER;
3170 } 3145 }
3171 else if ((who->body_used[i] + op->body_info[i]) < 0) 3146 else if (who->slot[i].used + op->slot[i].info < 0)
3172 { 3147 {
3173 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
3174 * we have. 3149 * we have.
3175 */ 3150 */
3176 object *tmp1;
3177
3178 3151
3179 /* 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
3180 * enough slots to equip the new item, then just set this can 3153 * enough slots to equip the new item, then just set "can
3181 * 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
3182 * shield equipped and try to equip another shield, there is only 3155 * shield equipped and try to equip another shield, there is only
3183 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
3184 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
3185 * may be two handed for example. 3158 * may be two handed for example.
3186 */ 3159 */
3187 if (ws) 3160 if (ws)
3188 { 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3189 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3190 { 3162 {
3191 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
3192 continue; 3164 continue;
3193 } 3165 }
3194 }
3195 3166
3196 tmp1 = get_item_from_body_location (who->inv, i); 3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3197 if (!tmp1) 3168 if (!tmp1)
3198 { 3169 {
3199#if 0 3170#if 0
3200 /* 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
3201 * join in with more stuff equipped than they are now allowed. 3172 * join in with more stuff equipped than they are now allowed.
3209 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
3210 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
3211 * to apply multiple objects 3182 * to apply multiple objects
3212 */ 3183 */
3213 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
3214 if (!tmp) 3186 if (!tmp)
3215 tmp = tmp1; 3187 tmp = tmp1;
3216 else if (tmp != tmp1) 3188 else if (tmp != tmp1)
3217 {
3218 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3219 } 3190
3220 /* 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
3221 * 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
3222 * the slots, the player then has a choice. 3193 * the slots, the player then has a choice.
3223 */ 3194 */
3224 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)
3225 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3226 3198
3227 /* Does unequippint 'tmp1' free up enough slots for this to be 3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3228 * equipped? If not, there must be something else to unapply. 3200 * equipped? If not, there must be something else to unapply.
3229 */ 3201 */
3230 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)
3231 retval |= CAN_APPLY_UNAPPLY_MULT; 3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3232
3233 } 3204 }
3234 } /* if not enough free slots */ 3205 } /* if not enough free slots */
3235 } /* if this object uses location i */ 3206 } /* if this object uses location i */
3236 } /* for i -> num_body_locations loop */ 3207 } /* for i -> num_body_locations loop */
3237 3208
3242 * 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
3243 * all use the same location. 3214 * all use the same location.
3244 */ 3215 */
3245 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3246 retval |= CAN_APPLY_RESTRICTION; 3217 retval |= CAN_APPLY_RESTRICTION;
3218
3247 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3248 retval |= CAN_APPLY_RESTRICTION; 3220 retval |= CAN_APPLY_RESTRICTION;
3249 3221
3250
3251 if (who->type != PLAYER) 3222 if (who->type != PLAYER)
3252 { 3223 {
3253 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))
3254 retval |= CAN_APPLY_RESTRICTION; 3225 retval |= CAN_APPLY_RESTRICTION;
3226
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION; 3228 retval |= CAN_APPLY_RESTRICTION;
3229
3257 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3258 retval |= CAN_APPLY_RESTRICTION; 3231 retval |= CAN_APPLY_RESTRICTION;
3232
3259 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3260 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3261 } 3235 }
3236
3262 return retval; 3237 return retval;
3263} 3238}
3264
3265
3266 3239
3267/** 3240/**
3268 * 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.
3269 * 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,
3270 * 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
3279 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3280 * 3253 *
3281 * Optional flags: 3254 * Optional flags:
3282 * 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
3283 * 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
3284 * 3258 *
3285 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3286 * 3260 *
3287 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3288 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3289int 3267int
3290apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3291{ 3269{
3292 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3293 object *tmp, *tmp2, *skop = NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3294 int i;
3295 3272
3296 if (who == NULL) 3273 if (who == NULL)
3297 { 3274 {
3298 LOG (llevError, "apply_special() from object without environment.\n"); 3275 LOG (llevError, "apply_special() from object without environment.\n");
3299 return 1; 3276 return 1;
3309 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3310 return 0; 3287 return 0;
3311 3288
3312 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)))
3313 { 3290 {
3314 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)));
3315 return 1; 3292 return 1;
3316 } 3293 }
3294
3317 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3318 } 3296 }
3319
3320 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3321 return 0; 3298 return 0;
3322 3299
3323 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);
3324 3310
3325 /* 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 */
3326 if (i) 3312 if (int i = can_apply_object (who, op))
3327 { 3313 {
3328 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3329 { 3315 {
3330 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)));
3331 return 1; 3317 return 1;
3332 } 3318 }
3333 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3334 { 3320 {
3335 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 ));
3336 return 1; 3326 return 1;
3337 } 3327 }
3328
3338 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3339 { 3330 {
3340 /* Some error, so don't try to equip something more */ 3331 /* Some error, so don't try to equip something more */
3341 if (unapply_for_ob (who, op, aflags)) 3332 if (unapply_for_ob (who, op, aflags))
3342 return 1; 3333 return 1;
3343 } 3334 }
3344 else 3335 else
3345 { 3336 {
3346 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))
3347 { 3338 {
3348 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:");
3349 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3350 return 1; 3341 return 1;
3351 } 3342 }
3352 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))
3353 {
3354 i = unapply_for_ob (who, op, aflags); 3344 if (unapply_for_ob (who, op, aflags))
3355 if (i)
3356 return 1; 3345 return 1;
3357 } 3346 }
3358 }
3359 } 3347 }
3348
3360 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3361 { 3350 {
3362 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3352
3363 if (!skop) 3353 if (!skop)
3364 { 3354 {
3365 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));
3366 return 1; 3356 return 1;
3367 } 3357 }
3368 else 3358 else
3369 {
3370 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3371 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3372 */ 3361 */
3373 change_skill (who, skop, 0); 3362 who->change_skill (skop);
3374 }
3375 }
3376
3377 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3378 { 3363 }
3379 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);
3380 return 1; 3368 return 1;
3381 } 3369 }
3382
3383 3370
3384 /* 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.
3385 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3386 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3387 */ 3374 */
3388 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3389
3390 if (op->nrof > 1)
3391 tmp = get_split_ob (op, op->nrof - 1);
3392 else
3393 tmp = NULL;
3394 3376
3395 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)))
3396 return RESULT_INT (0); 3378 return RESULT_INT (0);
3397 3379
3398 switch (op->type) 3380 switch (op->type)
3399 { 3381 {
3400 case WEAPON: 3382 case WEAPON:
3401 if (!check_weapon_power (who, op->last_eat)) 3383 //TODO: this obviously fails for players using a shorter prefix
3402 { 3384 // i.e. "R" can use Ragnarok's sword.
3403 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))
3404 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3405 if (tmp != NULL)
3406 (void) insert_ob_in_ob (tmp, who);
3407 return 1;
3408 }
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 { 3386 {
3411 /* 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. */
3412 /* (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) */
3413 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
3414 if (tmp != NULL) 3391 if (tmp)
3415 (void) insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3393
3416 return 1; 3394 return 1;
3417 } 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
3418 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3419
3420 if (skop)
3421 change_skill (who, skop, 1); 3404 who->change_skill (skop);
3422 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
3423 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3424
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3426
3427 (void) change_abil (who, op); 3412 change_abil (who, op);
3428 break; 3413 break;
3429 3414
3430 case ARMOUR: 3415 case ARMOUR:
3431 case HELMET: 3416 case HELMET:
3432 case SHIELD: 3417 case SHIELD:
3436 case BRACERS: 3421 case BRACERS:
3437 case CLOAK: 3422 case CLOAK:
3438 case RING: 3423 case RING:
3439 case AMULET: 3424 case AMULET:
3440 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3441 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3442 (void) change_abil (who, op); 3427 change_abil (who, op);
3443 break; 3428 break;
3444 case LAMP: 3429
3445 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))
3446 { 3435 {
3447 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
3448 return 1; 3525 return 1;
3449 } 3526 }
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3451 tmp2 = arch_to_object (op->other_arch);
3452 tmp2->stats.food = op->stats.food;
3453 SET_FLAG (tmp2, FLAG_APPLIED);
3454 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3455 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3456 insert_ob_in_ob (tmp2, who);
3457 3527
3458 /* Remove the old lantern */ 3528 /*FALLTHROUGH*/
3459 if (who->type == PLAYER)
3460 esrv_del_item (who->contr, op->count);
3461
3462 op->destroy ();
3463
3464 /* insert the portion that was split off */
3465 if (tmp != NULL)
3466 {
3467 (void) insert_ob_in_ob (tmp, who);
3468 if (who->type == PLAYER)
3469 esrv_send_item (who, tmp);
3470 }
3471 who->update_stats ();
3472 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3473 {
3474 if (who->type == PLAYER)
3475 {
3476 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3477 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3478 }
3479 }
3480 if (who->type == PLAYER)
3481 esrv_send_item (who, tmp2);
3482 return 0;
3483 break;
3484
3485 /* this part is needed for skill-tools */
3486 case SKILL:
3487 case SKILL_TOOL:
3488 if (who->chosen_skill)
3489 {
3490 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3491 return 1;
3492 }
3493 if (who->type == PLAYER)
3494 {
3495 who->contr->shoottype = range_skill;
3496 who->contr->ranges[range_skill] = op;
3497 if (!op->invisible)
3498 {
3499 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3500 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3501 }
3502 else
3503 {
3504 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3505 }
3506 }
3507 SET_FLAG (op, FLAG_APPLIED);
3508 (void) change_abil (who, op);
3509 who->chosen_skill = op;
3510 SET_FLAG (who, FLAG_READY_SKILL);
3511 break;
3512
3513 case BOW: 3529 case WAND:
3514 if (!check_weapon_power (who, op->last_eat))
3515 {
3516 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3517 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3518 if (tmp != NULL)
3519 (void) insert_ob_in_ob (tmp, who);
3520 return 1;
3521 }
3522 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3523 {
3524 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3525 if (tmp != NULL)
3526 (void) insert_ob_in_ob (tmp, who);
3527 return 1;
3528 }
3529 /*FALLTHROUGH*/ case WAND:
3530 case ROD: 3530 case ROD:
3531 case HORN: 3531 case HORN:
3532 /* 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
3533 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3534 if (skop)
3535 change_skill (who, skop, 0); 3541 who->change_skill (skop);
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 3542
3538 if (who->type == PLAYER) 3543 if (who->contr)
3539 { 3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3548
3540 if (op->type == BOW) 3549 if (op->type == BOW)
3541 { 3550 {
3551 who->current_weapon = op;
3542 (void) change_abil (who, op); 3552 change_abil (who, op);
3543 new_draw_info_format (NDI_UNIQUE, 0, who,
3544 "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)));
3545 who->contr->shoottype = range_bow;
3546 }
3547 else
3548 {
3549 who->contr->shoottype = range_misc;
3550 } 3554 }
3551 } 3555 }
3552 else 3556 else
3553 { 3557 {
3554 if (op->type == BOW) 3558 if (op->type == BOW)
3555 SET_FLAG (who, FLAG_READY_BOW); 3559 SET_FLAG (who, FLAG_READY_BOW);
3556 else 3560 else
3557 SET_FLAG (who, FLAG_READY_RANGE); 3561 SET_FLAG (who, FLAG_READY_RANGE);
3558 } 3562 }
3563
3559 break; 3564 break;
3560 3565
3561 case BUILDER: 3566 case BUILDER:
3562 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)
3563 unapply_special (who, who->contr->ranges[range_builder], 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3564 who->contr->shoottype = range_builder; 3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574
3565 who->contr->ranges[range_builder] = op; 3575 who->contr->ranged_ob = op;
3566 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3576 }
3567 break; 3577 break;
3568 3578
3569 default: 3579 default:
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3571 } /* end of switch op->type */ 3581 }
3572 3582
3573 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3574 3584
3575 if (tmp != NULL) 3585 if (tmp)
3576 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3577 3587
3578 who->update_stats (); 3588 who->update_stats ();
3579 3589
3580 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3581 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3583 */ 3593 */
3584 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)
3585 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3586 3596
3587 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3588 {
3589 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3590 { 3599 {
3591 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 );
3592 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3593 } 3605 }
3594 } 3606
3595 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3596 {
3597 /* if multiple objects were applied, update both slots */
3598 if (tmp)
3599 esrv_send_item (who, tmp);
3600 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3601 } 3609
3602 return 0; 3610 return 0;
3603} 3611}
3604
3605 3612
3606int 3613int
3607monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3608{ 3615{
3609 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3610 return 1; 3617 return 1;
3618
3611 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3612} 3620}
3613 3621
3614/** 3622/**
3615 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3619int 3627int
3620auto_apply (object *op) 3628auto_apply (object *op)
3621{ 3629{
3622 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3623 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3624 3634
3625 switch (op->type) 3635 switch (op->type)
3626 { 3636 {
3627 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3628 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3630 3640
3631 do 3641 do
3632 { 3642 {
3633 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3634 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3635 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
3636 if (tmp == NULL) 3650 if (tmp == NULL)
3637 return 0; 3651 return 0;
3652
3638 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3639 { 3654 {
3640 tmp->destroy (); 3655 tmp->destroy ();
3641 tmp = NULL; 3656 tmp = NULL;
3642 } 3657 }
3645 3660
3646 tmp->x = op->x; 3661 tmp->x = op->x;
3647 tmp->y = op->y; 3662 tmp->y = op->y;
3648 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3649 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3650 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3651 identify (tmp); 3665 identify (tmp);
3652 break; 3666 break;
3653 3667
3654 case TREASURE: 3668 case TREASURE:
3655 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3656 return 0; 3670 return 0;
3657 3671
3658 while ((op->stats.hp--) > 0) 3672 while (op->stats.hp-- > 0)
3659 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3660 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);
3661 3675
3662 /* 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,
3663 * 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
3664 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3665 * that is put inside other objects. 3679 * that is put inside other objects.
3666 */ 3680 */
3667 for (tmp = op->inv; tmp; tmp = tmp2)
3668 {
3669 tmp2 = tmp->below;
3670 tmp->remove ();
3671
3672 if (op->env) 3681 if (op->env)
3673 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3674 else 3683 op->env->insert (op->inv);
3675 tmp->destroy ();
3676 }
3677 3684
3678 op->destroy (); 3685 op->destroy ();
3679 break; 3686 break;
3680 } 3687 }
3681 return tmp ? 1 : 0;
3682}
3683 3688
3689 return !!tmp;
3690}
3691
3684/** 3692/**
3685 * 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
3686 * when an original map is loaded) and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3687 * certain objects (most initialization of chests and creation of 3695 * certain objects (most initialization of chests and creation of
3688 * treasures and stuff). Calls auto_apply if appropriate. 3696 * treasures and stuff). Calls auto_apply if appropriate.
3689 */ 3697 */
3690void 3698void
3691fix_auto_apply (maptile *m) 3699maptile::fix_auto_apply ()
3692{ 3700{
3693 object *tmp, *above = NULL; 3701 if (!spaces)
3694 int x, y;
3695
3696 if (m == NULL)
3697 return; 3702 return;
3698 3703
3699 for (x = 0; x < MAP_WIDTH (m); x++) 3704 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3700 for (y = 0; y < MAP_HEIGHT (m); y++) 3705 for (object *tmp = ms->bot; tmp; )
3701 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3702 { 3706 {
3703 above = tmp->above; 3707 object *above = tmp->above;
3704 3708
3705 if (tmp->inv) 3709 if (tmp->inv)
3706 { 3710 {
3707 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3708 3712
3709 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3710 { 3714 {
3711 invnext = invtmp->below; 3715 invnext = invtmp->below;
3712 3716
3713 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3714 auto_apply (invtmp); 3718 auto_apply (invtmp);
3715 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3716 { 3720 {
3717 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3718 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3719 3723
3720 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3721 } 3725 }
3722 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3723 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3727 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3724 { 3728 {
3725 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3729 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3726 /* Need to clear this so that we never try to create 3730 /* Need to clear this so that we never try to create
3727 * treasure again for this object 3731 * treasure again for this object
3728 */ 3732 */
3729 invtmp->randomitems = NULL; 3733 invtmp->randomitems = NULL;
3730 } 3734 }
3731 } 3735 }
3732 /* This is really temporary - the code at the bottom will 3736 /* This is really temporary - the code at the bottom will
3733 * also set randomitems to null. The problem is there are bunches 3737 * also set randomitems to null. The problem is there are bunches
3734 * of maps/players already out there with items that have spells 3738 * of maps/players already out there with items that have spells
3735 * which haven't had the randomitems set to null yet. 3739 * which haven't had the randomitems set to null yet.
3736 * MSW 2004-05-13 3740 * MSW 2004-05-13
3737 * 3741 *
3738 * 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,
3739 * else you get two spells in the book ^_- 3743 * else you get two spells in the book ^_-
3740 * Ryo 2004-08-16 3744 * Ryo 2004-08-16
3741 */ 3745 */
3742 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3743 || 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)
3744 tmp->randomitems = NULL;
3745
3746 }
3747
3748 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3749 auto_apply (tmp);
3750 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3751 {
3752 while ((tmp->stats.hp--) > 0)
3753 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3754 tmp->randomitems = NULL; 3748 tmp->randomitems = NULL;
3749
3755 } 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 }
3756 else if (tmp->type == TIMED_GATE) 3760 else if (tmp->type == TIMED_GATE)
3757 { 3761 {
3758 object *head = tmp->head != NULL ? tmp->head : tmp; 3762 object *head = tmp->head != NULL ? tmp->head : tmp;
3759 3763
3760 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3764 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3761 {
3762 tmp->speed = 0; 3765 tmp->set_speed (0);
3763 update_ob_speed (tmp);
3764 }
3765 } 3766 }
3766 /* 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
3767 * 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
3768 * 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
3769 * 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.
3770 * 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
3771 * which say how many times to make the treasure. 3772 * which say how many times to make the treasure.
3772 */ 3773 */
3773 else if (tmp && tmp->arch && tmp->type != PLAYER 3774 else if (tmp && tmp->arch && tmp->type != PLAYER
3774 && tmp->type != TREASURE && tmp->type != SPELL 3775 && tmp->type != TREASURE && tmp->type != SPELL
3775 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3776 { 3777 {
3777 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3778 tmp->randomitems = NULL; 3779 tmp->randomitems = NULL;
3779 } 3780 }
3781
3782 // close all containers
3783 else if (tmp->type == CONTAINER)
3784 tmp->flag [FLAG_APPLIED] = 0;
3785
3786 tmp = above;
3780 } 3787 }
3781 3788
3782 for (x = 0; x < MAP_WIDTH (m); x++) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3783 for (y = 0; y < MAP_HEIGHT (m); y++) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3784 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3785 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3786 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3787} 3793}
3788 3794
3789/** 3795/**
3790 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3791 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3792 * 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
3793 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3794 */ 3800 */
3795
3796void 3801void
3797eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3798{ 3803{
3799 object *force; 3804 object *force;
3800 int i, did_one = 0; 3805 int i, did_one = 0;
3801 sint8 k;
3802 3806
3803 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3804 3810
3805 for (i = 0; i < NUM_STATS; i++)
3806 {
3807 k = get_attr_value (&food->stats, i);
3808 if (k)
3809 {
3810 set_attr_value (&force->stats, i, k);
3811 did_one = 1;
3812 }
3813 }
3814
3815 /* check if we can protect the eater */
3816 for (i = 0; i < NROFATTACKS; i++)
3817 {
3818 if (food->resist[i] > 0)
3819 {
3820 force->resist[i] = food->resist[i] / 2;
3821 did_one = 1;
3822 }
3823 }
3824
3825 if (did_one)
3826 {
3827 force->speed = 0.1;
3828 update_ob_speed (force);
3829 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3830 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3831 SET_FLAG (force, FLAG_APPLIED); 3813
3832 change_abil (who, force); 3814 if (force = who->force_find (key))
3833 insert_ob_in_ob (force, who); 3815 {
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;
3834 } 3825 }
3835 else 3826 else
3827 {
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
3836 force->destroy (); 3857 force->destroy ();
3858 }
3837 3859
3838 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3839 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3840 { 3862 {
3841 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3842 { 3864 {
3843 strcpy (who->contr->killer, food->name); 3865 who->contr->killer = food;
3844 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3845 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3846 } 3868 }
3847 else 3869 else
3848 { 3870 {
3849 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3850 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3851 else 3873 else
3852 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3853 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3854 } 3877 }
3855 } 3878 }
3879
3856 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3857 { 3881 {
3858 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3859 { 3883 {
3860 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3861 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3862 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3863 who->stats.sp = 0; 3887 who->stats.sp = 0;
3864 } 3888 }
3865 else 3889 else
3866 { 3890 {
3867 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3868 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3869 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3870 } 3894 }
3871 } 3895 }
3896
3872 who->update_stats (); 3897 who->update_stats ();
3873} 3898}
3874 3899
3875/**
3876 * Designed primarily to light torches/lanterns/etc.
3877 * Also burns up burnable material too. First object in the inventory is
3878 * the selected object to "burn". -b.t.
3879 */
3880void
3881apply_lighter (object *who, object *lighter)
3882{
3883 object *item;
3884 int is_player_env = 0;
3885
3886 item = find_marked_object (who);
3887 if (item)
3888 {
3889 if (lighter->last_eat && lighter->stats.food)
3890 { /* lighter gets used up */
3891 /* Split multiple lighters if they're being used up. Otherwise *
3892 * one charge from each would be used up. --DAMN */
3893 if (lighter->nrof > 1)
3894 {
3895 object *oneLighter = lighter->clone ();
3896
3897 lighter->nrof -= 1;
3898 oneLighter->nrof = 1;
3899 oneLighter->stats.food--;
3900 esrv_send_item (who, lighter);
3901 oneLighter = insert_ob_in_ob (oneLighter, who);
3902 esrv_send_item (who, oneLighter);
3903 }
3904 else
3905 lighter->stats.food--;
3906 }
3907 else if (lighter->last_eat)
3908 { /* no charges left in lighter */
3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3910 return;
3911 }
3912
3913 /* Perhaps we should split what we are trying to light on fire?
3914 * I can't see many times when you would want to light multiple
3915 * objects at once.
3916 */
3917
3918 if (who == item->in_player ())
3919 is_player_env = 1;
3920
3921 save_throw_object (item, AT_FIRE, who);
3922
3923 if (item->destroyed ())
3924 {
3925 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3926 /* Need to update the player so that the players glow radius
3927 * gets changed.
3928 */
3929 if (is_player_env)
3930 who->update_stats ();
3931 }
3932 else
3933 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3934 }
3935 else /* nothing to light */
3936 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3937
3938}
3939 3900
3940/** 3901/**
3941 * 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.
3942 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3943 */ 3904 */
3949 3910
3950 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3951 { /* wonder */ 3912 { /* wonder */
3952 object *tmp; 3913 object *tmp;
3953 3914
3954 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
3955 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3956 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3957 tmp->destroy (); 3918 tmp->destroy ();
3958 } 3919 }
3959 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3960 { /* drain mana */ 3921 { /* drain mana */
3961 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
3962 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3963 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
3964 op->stats.sp = 0; 3925 op->stats.sp = 0;
3965 } 3926 }
3966 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
3967 { 3928 {
3968 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
3969 { /* confusion */ 3930 { /* confusion */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
3971 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
3972 } 3933 }
3973 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
3974 { /* paralysis */ 3935 { /* paralysis */
3975 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3976 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
3977 } 3938 }
3978 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
3979 { /* blind */ 3940 { /* blind */
3980 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
3981 blind_player (op, op, power); 3942 blind_player (op, op, power);
3982 } 3943 }
3983 else if (failure <= -80) 3944 else if (failure <= -80)
3984 { /* blast the immediate area */ 3945 { /* blast the immediate area */
3985 object *tmp;
3986
3987 tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3988 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
3989 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3990 tmp->destroy (); 3949 tmp->destroy ();
3991 } 3950 }
3992 } 3951 }
3993} 3952}
3994 3953
4014 */ 3973 */
4015 int i, j; 3974 int i, j;
4016 3975
4017 for (i = 0; i < NUM_STATS; i++) 3976 for (i = 0; i < NUM_STATS; i++)
4018 { 3977 {
4019 sint8 stat = get_attr_value (stats, i); 3978 int race_bonus = pl->arch->stats.stat (i);
4020 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
4021 3980
4022 stat += get_attr_value (ns, i);
4023 if (stat > 20 + race_bonus) 3981 if (stat > 20 + race_bonus)
4024 { 3982 {
4025 excess_stat++; 3983 excess_stat++;
4026 stat = 20 + race_bonus; 3984 stat = 20 + race_bonus;
4027 } 3985 }
4028 set_attr_value (stats, i, stat); 3986
3987 stats->stat (i) = stat;
4029 } 3988 }
4030 3989
4031 for (j = 0; excess_stat > 0 && j < 100; j++) 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
4032 { /* try 100 times to assign excess stats */ 3991 { /* try 100 times to assign excess stats */
4033 int i = rndm (0, 6); 3992 int i = rndm (0, 6);
4034 int stat = get_attr_value (stats, i);
4035 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4036 3993
4037 if (i == CHA) 3994 if (i == CHA)
4038 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);
4039 if (stat < 20 + race_bonus) 3999 if (stat < 20 + race_bonus)
4040 { 4000 {
4041 change_attr_value (stats, i, 1); 4001 change_attr_value (stats, i, 1);
4042 excess_stat--; 4002 excess_stat--;
4043 } 4003 }
4044 } 4004 }
4045 4005
4046 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
4047 * the player ref: player.c 4007 * the player ref: player.c
4048 */ 4008 */
4049 if (change->randomitems != NULL) 4009 if (change->randomitems)
4050 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
4051
4052 4011
4053 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
4054 4013
4055 /* first, look for the force object banning 4014 /* first, look for the force object banning
4056 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
4057 */ 4016 */
4058 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
4059 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
4060 flag_change_face = 0; 4019 flag_change_face = 0;
4061 4020
4062 if (flag_change_face) 4021 if (flag_change_face)
4063 { 4022 {
4064 pl->animation_id = GET_ANIM_ID (change);
4065 pl->face = change->face; 4023 pl->face = change->face;
4066 4024 pl->animation_id = change->animation_id;
4067 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4068 SET_FLAG (pl, FLAG_ANIMATE);
4069 else
4070 CLEAR_FLAG (pl, FLAG_ANIMATE);
4071 } 4026 }
4072 4027
4073 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
4074 /*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); */
4075 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
4076 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4077 4032
4078 break; 4033 break;
4079 } 4034 }
4080 } 4035 }
4101 char got[MAX_BUF]; 4056 char got[MAX_BUF];
4102 int len; 4057 int len;
4103 4058
4104 if (!pl || !transformer) 4059 if (!pl || !transformer)
4105 return; 4060 return;
4061
4106 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4063
4107 if (!marked) 4064 if (!marked)
4108 { 4065 {
4109 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)));
4110 return; 4067 return;
4111 } 4068 }
4069
4112 if (!marked->slaying) 4070 if (!marked->slaying)
4113 { 4071 {
4114 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)));
4115 return; 4073 return;
4116 } 4074 }
4075
4117 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
4118 find = strstr (marked->slaying, transformer->arch->name); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
4119 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4120 { 4079 {
4121 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)));
4122 return; 4081 return;
4123 } 4082 }
4083
4124 find += strlen (transformer->arch->name) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
4125 /* 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 */
4126 if (isdigit (*(find))) 4086 if (isdigit (*(find)))
4127 { 4087 {
4128 yield = atoi (find); 4088 yield = atoi (find);
4129 if (yield < 1) 4089 if (yield < 1)
4135 else 4095 else
4136 yield = 1; 4096 yield = 1;
4137 4097
4138 while (isdigit (*find)) 4098 while (isdigit (*find))
4139 find++; 4099 find++;
4100
4140 while (*find == ' ') 4101 while (*find == ' ')
4141 find++; 4102 find++;
4103
4142 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4105
4143 if ((separator = strchr (find, ';')) != NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
4144 {
4145 len = separator - find; 4107 len = separator - find;
4146 }
4147 else 4108 else
4148 {
4149 len = strlen (find); 4109 len = strlen (find);
4150 } 4110
4151 if (len > MAX_BUF - 1) 4111 if (len > MAX_BUF - 1)
4152 len = MAX_BUF - 1; 4112 len = MAX_BUF - 1;
4113
4153 strcpy (got, find); 4114 strcpy (got, find);
4154 got[len] = '\0'; 4115 got[len] = '\0';
4155 4116
4156 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
4157 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
4158 if (!new_item) 4119 if (!new_item)
4159 { 4120 {
4160 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)));
4161 return; 4122 return;
4162 } 4123 }
4163 4124
4164 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
4165 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)));
4166 insert_ob_in_ob (new_item, pl); 4128
4167 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
4168 /* Eat up one item */ 4130 /* Eat up one item */
4169 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4132
4170 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
4171 if (transformer->stats.food) 4134 if (transformer->stats.food)
4172 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
4173 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
4174} 4137}
4138

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