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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * 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.
41 * 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.
42 */ 41 */
55 * subtype 5: arch or race 54 * subtype 5: arch or race
56 * subtype 7: all three 55 * subtype 7: all three
57 */ 56 */
58 if (op->subtype) 57 if (op->subtype)
59 { 58 {
60 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
63 } 62 }
64 else 63 else
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
70 69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 85 return 1;
87 86
88 return 0; 87 return 0;
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;
426 427
427 op = op->below; 428 for (op = op->below; op; op = op->below)
428 while (op != NULL) 429 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 432 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 433
445 return count; 434 return count;
446} 435}
447 436
448/** 437/**
450 * op is typically the player, which is only 439 * op is typically the player, which is only
451 * really used to determine what space to look at. 440 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
453 */ 442 */
454static void 443static void
455eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 445{
457 object *prev; 446 object *prev;
458 447
459 prev = op; 448 prev = op;
460 op = op->below; 449 op = op->below;
461 450
462 while (op != NULL) 451 while (op)
463 { 452 {
464 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
465 { 454 {
466 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
467 { 456 {
468 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
469 return; 458 return;
470 } 459 }
471 else 460 else
472 { 461 {
473 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
474 nrof -= op->nrof; 463 nrof -= op->nrof;
475 } 464 }
465
476 op = prev; 466 op = prev;
477 } 467 }
468
478 prev = op; 469 prev = op;
479 op = op->below; 470 op = op->below;
480 } 471 }
481} 472}
482 473
483/** 474/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * 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.
537 * 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.
538 */ 477 */
539static int 478static int
540check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
541{ 480{
542 int count = 0; 481 int count = 0;
543 482
544 if (improver->slaying != NULL) 483 if (improver->slaying)
545 { 484 {
546 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
547 if (count < 1) 486 if (count < 1)
548 { 487 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 489 return 0;
554 } 490 }
555 } 491 }
556 else 492 else
557 count = 1; 493 count = 1;
560} 496}
561 497
562/** 498/**
563 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
564 */ 500 */
565int 501static int
566improve_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)
567{ 503{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 504 stat += sacrifice_count;
571 weapon->last_eat++; 505 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
573 decrease_ob (improver);
574 507
575 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
576 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
577 return 1; 517 return 1;
578} 518}
579 519
580/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 525#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 527#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 530#define IMPROVE_INT 10
591#define IMPROVE_POW 11 531#define IMPROVE_POW 11
592
593 532
594/** 533/**
595 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
597 */ 536 */
598
599int 537int
600prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
601{ 539{
602 int sacrifice_count, i; 540 int sacrifice_count, i;
603 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
604 542
605 if (weapon->level != 0) 543 if (weapon->level != 0)
606 { 544 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
608 return 0; 546 return 0;
609 } 547 }
548
610 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 550 if (weapon->resist[i])
612 break; 551 break;
613 552
614 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
621 { 560 {
622 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.>");
623 return 0; 564 return 0;
624 } 565 }
566
625 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
627 return 0; 569 return 0;
570
628 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
631 573
632 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 ));
633 579
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 583 slot at once! */
638 decrease_ob (improver); 584 improver->decrease ();
639 weapon->last_eat = 0; 585 weapon->last_eat = 0;
640 return 1; 586 return 1;
641} 587}
642
643 588
644/** 589/**
645 * 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.
646 * This is the new improve weapon code. 591 * This is the new improve weapon code.
647 * 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.
656improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
657{ 602{
658 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
659 604
660 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
663 } 607
664 if (weapon->level == 0) 608 if (weapon->level == 0)
665 { 609 {
666 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.>");
667 return 0; 613 return 0;
668 } 614 }
669 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
670 { 618 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 620 return 0;
673 } 621 }
674 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))
675 { 625 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
677 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 "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
679 return 0; 629 return 0;
680 } 630 }
631
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 635 * weapon can be improved.
685 */ 636 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 638 {
688 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
690 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));
691 weapon->last_eat++; 642 weapon->last_eat++;
692 643
693 weapon->item_power++; 644 weapon->item_power++;
694 decrease_ob (improver); 645 improver->decrease ();
695 return 1; 646 return 1;
696 } 647 }
648
697 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 650 {
699 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 653 if (weapon->weight < 1)
702 weapon->weight = 1; 654 weapon->weight = 1;
655
703 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));
704 weapon->last_eat++; 657 weapon->last_eat++;
705 weapon->item_power++; 658 weapon->item_power++;
706 decrease_ob (improver); 659 improver->decrease ();
707 return 1; 660 return 1;
708 } 661 }
662
709 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 664 {
711 weapon->magic++; 665 weapon->magic++;
712 weapon->last_eat++; 666 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 668 improver->decrease ();
715 weapon->item_power++; 669 weapon->item_power++;
716 return 1; 670 return 1;
717 } 671 }
718 672
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
725 679
726 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
728 { 682 {
729 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));
730 return 0; 684 return 0;
731 } 685 }
686
732 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 688 weapon->item_power++;
734 689
735 switch (improver->stats.sp) 690 switch (improver->stats.sp)
736 { 691 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 699 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
753 } 701 }
702
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 704 return 0;
756} 705}
757 706
758/** 707/**
765{ 714{
766 object *otmp; 715 object *otmp;
767 716
768 if (op->type != PLAYER) 717 if (op->type != PLAYER)
769 return 0; 718 return 0;
719
770 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))
771 { 721 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 723 return 0;
774 } 724 }
725
775 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
776 if (!otmp) 728 if (!otmp)
777 { 729 {
778 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.>");
779 return 0; 731 return 0;
780 } 732 }
733
781 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 735 {
783 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!");
784 return 0; 737 return 0;
785 } 738 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
787 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
789 return 1; 744 return 1;
790} 745}
791 746
816{ 771{
817 object *tmp; 772 object *tmp;
818 773
819 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
820 { 775 {
821 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!");
822 return 0; 777 return 0;
823 } 778 }
779
824 /* 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,
825 * 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.
826 * 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
827 * of gnarg and what not?) 783 * of gnarg and what not?)
828 */ 784 */
829 if (armour->title) 785 if (armour->title)
830 { 786 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 788 return 0;
833 } 789 }
834 790
835 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
837 */ 793 */
838 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 795
843 armour->magic++; 796 armour->magic++;
844 797
845 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
846 { 799 {
851 { 804 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 806 pow++;
854 } 807 }
855 808
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 810 }
858 else 811 else
859 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;
860 813
861 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
862 { 815 {
863 int base = 100; 816 int base = 100;
864 int pow = 0; 817 int pow = 0;
867 { 820 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 822 pow++;
870 } 823 }
871 824
872 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
873 } 826 }
874 else 827 else
875 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;
876 829
877 if (armour->weight <= 0) 830 if (armour->weight <= 0)
878 { 831 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 833 armour->weight = 1;
881 } 834 }
882 835
883 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);
884 837
885 if (op->type == PLAYER) 838 if (op->type == PLAYER)
886 { 839 {
887 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 843 op->update_stats ();
890 } 844 }
891 decrease_ob (improver); 845
846 improver->decrease ();
847
892 if (tmp) 848 if (tmp)
893 { 849 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 850
895 esrv_send_item (op, tmp);
896 }
897 return 1; 851 return 1;
898} 852}
899
900 853
901/* 854/*
902 * 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
903 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
904 */ 857 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 858 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
912 * 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
913 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
914 */ 862 */
915int 863int
916convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
917{ 865{
918 int nr = 0;
919 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;
920 875
921 /* 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,
922 * 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
923 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
924 */ 879 */
925 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
926 { 881 {
927 int cost;
928
929 if (item->type != MONEY) 882 if (item->type != MONEY)
930 return 0; 883 return 0;
931 884
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 886 if (!nr)
934 return 0; 887 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 888
936 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 890
938 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
940 894
941 price_in = cost * item->value; 895 price_in = cost * item->value;
942 } 896 }
943 else 897 else
944 { 898 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
947 return 0; 902 return 0;
948 903
949 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
950 { 907 {
951 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
954 } 911 }
955 else 912 else
956 { 913 {
957 price_in = item->value; 914 price_in = item->value;
958 item->destroy (); 915 item->destroy ();
959 } 916 }
960 } 917 }
961 918
962 if (converter->inv != NULL) 919 if (converter->inv)
963 { 920 {
964 object *ob; 921 object *ob;
965 int i; 922 int i;
966 object *ob_to_copy; 923 object *ob_to_copy;
967 924
968 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 929 ob_to_copy = ob;
975 } 930
976 } 931 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 934 }
981 else 935 else
982 { 936 {
983 if (converter->other_arch == NULL) 937 if (!conv_to)
984 { 938 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 941 return -1;
988 } 942 }
989 943
990 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 946 }
993 947
994 if (CONV_NR (converter)) 948 if (give)
995 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
996 if (nr) 951 if (nr)
997 item->nrof *= nr; 952 item->nrof *= nr;
998 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1000 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 966 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 969 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1008 */ 972 */
1009 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 981 return 1;
1012} 982}
1013 983
1014/** 984/**
1031 1001
1032 op->contr->last_used = 0; 1002 op->contr->last_used = 0;
1033 1003
1034 if (sack->env && sack->env != op) 1004 if (sack->env && sack->env != op)
1035 { 1005 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1007 return 1;
1038 } 1008 }
1039 1009
1040 // already applied == open on ground, or open in inv, or active in inv 1010 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1011 if (sack->flag [FLAG_APPLIED])
1047 return 1; 1017 return 1;
1048 } 1018 }
1049 else if (!sack->env) 1019 else if (!sack->env)
1050 { 1020 {
1051 // active, but not ours: some other player has opened it 1021 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1023 return 1;
1054 } 1024 }
1055 1025
1056 // fall through to opening it (active in inv) 1026 // fall through to opening it (active in inv)
1057 } 1027 }
1059 { 1029 {
1060 // it is in our env, so activate it, do not open yet 1030 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1031 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1032 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1035 return 1;
1066 } 1036 }
1067 1037
1068 // it's locked? 1038 // it's locked?
1069 if (sack->slaying) 1039 if (sack->slaying)
1070 { 1040 {
1071 if (object *tmp = find_key (op, op, sack)) 1041 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1043 else
1074 { 1044 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "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)));
1076 return 1; 1046 return 1;
1077 } 1047 }
1078 } 1048 }
1079 1049
1080 op->open_container (sack); 1050 op->open_container (sack);
1091{ 1061{
1092 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1064 return 0;
1095 1065
1096 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1097 { 1067 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * 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
1100 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1101 */ 1071 */
1102 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1103 { 1073 {
1104 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));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1077 * old maps.
1108 */ 1078 */
1109 1079
1110/* push_button (altar);*/ 1080/* push_button (altar);*/
1111 } 1081 }
1112 else 1082 else
1113 { 1083 {
1114 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1115 push_button (altar); 1085 push_button (altar, originator);
1116 } 1086 }
1117 1087
1118 return !sacrifice; 1088 return !sacrifice;
1119 } 1089 }
1120 else 1090 else
1135 double opinion; 1105 double opinion;
1136 object *tmp, *next; 1106 object *tmp, *next;
1137 1107
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1109
1140 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 ())
1141 { 1122 {
1142 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1144 * the shop. 1125 * the shop.
1145 */ 1126 */
1149 1130
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 { 1132 {
1152 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);
1153 1134
1135 if (i >= 0)
1154 tmp->remove (); 1136 tmp->move (i);
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 } 1137 }
1164 } 1138 }
1165 1139
1166 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1170 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1172 */ 1146 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1148 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 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);
1178 1151
1179 if (i != -1) 1152 if (i != -1)
1180 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);
1181 1154
1182 return 0; 1155 return 0;
1183 } 1156 }
1157
1184 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1186 */ 1160 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 1162 }
1189 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1190 { 1164 {
1191 /* this is only used for players */ 1165 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1193 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
1194 if (shop_mat->msg) 1175 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1196 /* 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,
1197 * 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
1198 * actually the shop floor. 1179 * actually the shop floor.
1199 */ 1180 */
1200 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1201 { 1182 {
1202 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1203 1184
1204 if (opinion > 0.9) 1185 op->statusmsg (
1205 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."
1206 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1190 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1191 }
1213 } 1192 }
1214 else 1193 else
1215 { 1194 {
1216 /* 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
1217 * 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
1218 * they are not on the mat anymore 1197 * they are not on the mat anymore
1219 */ 1198 */
1220 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);
1221 1200
1222 if (i == -1) 1201 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1203 else
1227 { 1204 {
1228 op->remove (); 1205 op->remove ();
1229 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1240 * Handles applying a sign. 1217 * Handles applying a sign.
1241 */ 1218 */
1242static void 1219static void
1243apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1244{ 1221{
1245 readable_message_type *msgType; 1222 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 1223 return;
1247 1224
1248 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1249 { 1226 {
1250 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));
1251 return; 1228 return;
1252 } 1229 }
1253 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
1254 if (sign->stats.food) 1240 if (sign->stats.food)
1255 { 1241 {
1256 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1257 { 1243 {
1258 if (!sign->move_on) 1244 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1260 return; 1247 return;
1261 } 1248 }
1262 1249
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1251 sign->last_eat++;
1269 * 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
1270 * to us). 1257 * to us).
1271 */ 1258 */
1272 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)
1273 { 1260 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1275 return; 1262 return;
1276 } 1263 }
1277 msgType = get_readable_message_type (sign); 1264
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1279 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);
1280} 1307}
1281 1308
1282/** 1309/**
1283 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1308 */ 1335 */
1309 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1310 { 1337 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[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);
1313 return; 1340 return;
1314 } 1341 }
1342
1315 recursion_depth++; 1343 recursion_depth++;
1316 if (trap->head) 1344 if (trap->head)
1317 trap = trap->head; 1345 trap = trap->head;
1318 1346
1319 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)))
1320 goto leave;
1321
1322 switch (trap->type) 1348 switch (trap->type)
1323 { 1349 {
1324 case PLAYERMOVER: 1350 case PLAYERMOVER:
1325 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:
1326 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1327 if (!trap->stats.maxsp) 1422 if (!trap->value)
1328 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1329 1425
1330 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1331 * 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
1332 */ 1441 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1334 1443
1335 /* 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)
1336 * above with some objects have zero speed, and thus the player 1445 {
1337 * 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 }
1338 */ 1455 }
1339 if (victim->speed_left < -50.0) 1456 break;
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1457 }
1343 goto leave;
1344 1458
1345 case SPINNER: 1459 case CONVERTER:
1346 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1347 {
1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1349 update_turn_face (victim);
1350 }
1351 goto leave;
1352
1353 case DIRECTOR:
1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1356 victim->direction = trap->stats.sp;
1357 update_turn_face (victim);
1358 }
1359 goto leave;
1360
1361 case BUTTON:
1362 case PEDESTAL:
1363 update_button (trap);
1364 goto leave;
1365
1366 case ALTAR:
1367 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator);
1369 goto leave;
1370
1371 case THROWN_OBJ:
1372 if (trap->inv == NULL)
1373 goto leave;
1374 /* fallthrough */
1375
1376 case ARROW:
1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1378 * trigger this here and get hit by own missile - and will be own enemy.
1379 * Victim then is his own enemy and will start to kill herself (this is
1380 * removed) but we have not synced victim and his missile. To avoid senseless
1381 * action, we avoid hits here
1382 */
1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384 hit_with_arrow (trap, victim);
1385 goto leave;
1386
1387 case SPELL_EFFECT:
1388 apply_spell_effect (trap, victim);
1389 goto leave;
1390
1391 case TRAPDOOR:
1392 {
1393 int max, sound_was_played;
1394 object *ab, *ab_next;
1395
1396 if (!trap->value)
1397 { 1461 {
1398 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1399 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave;
1406
1407 SET_ANIMATION (trap, trap->value);
1408 update_object (trap, UP_OBJ_FACE);
1409 } 1464 }
1410 1465
1411 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))
1412 { 1488 {
1413 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1414 * ab->above would be bogus 1490 * players output.
1415 */ 1491 */
1416 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1417 1494
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1419 { 1496 victim->enter_exit (trap);
1420 if (!sound_was_played)
1421 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423 sound_was_played = 1;
1424 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 }
1428 } 1497 }
1429 goto leave; 1498 break;
1430 }
1431 1499
1432
1433 case CONVERTER:
1434 if (convert_item (victim, trap) < 0)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1439
1440 goto leave;
1441
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 check_trigger (trap, victim);
1446 goto leave;
1447
1448 case DEEP_SWAMP:
1449 walk_on_deep_swamp (trap, victim);
1450 goto leave;
1451
1452 case CHECK_INV:
1453 check_inv (victim, trap);
1454 goto leave;
1455
1456 case HOLE:
1457 /* Hole not open? */
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave;
1471
1472 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1475 /* Basically, don't show exits leading to random maps the
1476 * players output.
1477 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1481 victim->enter_exit (trap);
1482 }
1483 goto leave;
1484
1485 case ENCOUNTER: 1500 case ENCOUNTER:
1486 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1487 goto leave; 1502 break;
1488 1503
1489 case SHOP_MAT: 1504 case SHOP_MAT:
1490 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1491 goto leave; 1506 break;
1492 1507
1493 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1494 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1495 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1496 goto leave; 1511 break;
1497 1512
1498 case SIGN: 1513 case SIGN:
1499 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1500 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1501 1516
1502 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1503 goto leave; 1518 break;
1504 1519
1505 case CONTAINER: 1520 case CONTAINER:
1506 apply_container (victim, trap); 1521 apply_container (victim, trap);
1507 goto leave; 1522 break;
1508 1523
1509 case RUNE: 1524 case RUNE:
1510 case TRAP: 1525 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1514 } 1528 break;
1515 goto leave;
1516 1529
1517 default: 1530 default:
1518 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 "
1519 "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);
1520 goto leave; 1533 break;
1521 } 1534 }
1522 1535
1523leave:
1524 recursion_depth--; 1536 recursion_depth--;
1525} 1537}
1526 1538
1527/** 1539/**
1528 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1533 int lev_diff; 1545 int lev_diff;
1534 object *skill_ob; 1546 object *skill_ob;
1535 1547
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1549 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1550 op->failmsg ("You are unable to read while blind!");
1539 return; 1551 return;
1540 } 1552 }
1553
1541 if (tmp->msg == NULL) 1554 if (!tmp->msg)
1542 { 1555 {
1543 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));
1544 return; 1557 return;
1545 } 1558 }
1546 1559
1547 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1562 if (!skill_ob)
1550 { 1563 {
1551 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));
1552 return; 1565 return;
1553 } 1566 }
1567
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1570 {
1557 if (lev_diff < 2) 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1558 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."
1559 else if (lev_diff < 3) 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 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."
1561 else if (lev_diff < 5) 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1576 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return; 1577 return;
1570 } 1578 }
1571 1579
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1581
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1582 if (player *pl = op->contr)
1575 msgType->message_type, msgType->message_subtype, 1583 if (client *ns = pl->ns)
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1577 long_desc (tmp, op), &tmp->msg);
1578 1585
1579 /* gain xp from reading */ 1586 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1588 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 { 1592 {
1586 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1587 SET_FLAG (tmp, FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 1595
1589 /* If in a container, update how it looks */ 1596 if (object *pl = tmp->visible_to ())
1590 if (tmp->env)
1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1592 else
1593 op->contr->ns->floorbox_update ();
1594 } 1598 }
1595 1599
1596 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1597 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 */
1598 } 1602 }
1603 * 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
1604 */ 1608 */
1605static void 1609static void
1606apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1607{ 1611{
1608 switch ((int) learn_skill (op, tmp)) 1612 switch (learn_skill (op, tmp))
1609 { 1613 {
1610 case 0: 1614 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1612 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)));
1613 return; 1617 break;
1614 1618
1615 case 1: 1619 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 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));
1618 return; 1623 break;
1619 1624
1620 default: 1625 default:
1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1621 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)));
1622 decrease_ob (tmp);
1623 return; 1629 break;
1624 } 1630 }
1625} 1631}
1626 1632
1627/** 1633/**
1628 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1648 return; 1654 return;
1649 } 1655 }
1650 return; 1656 return;
1651 } 1657 }
1652 1658
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1660
1654 tmp = spell->clone (); 1661 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1662 insert_ob_in_ob (tmp, op);
1656 1663
1657 if (special_prayer) 1664 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1684 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1686 return;
1680 } 1687 }
1681 1688
1682 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));
1683 player_unready_range_ob (op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1692 spob->destroy ();
1686} 1693}
1687 1694
1695{ 1702{
1696 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1697 1704
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1706 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1707 op->failmsg ("You are unable to read while blind.");
1701 return; 1708 return;
1702 } 1709 }
1703 1710
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1713 * legacy spellbooks
1707 */ 1714 */
1708
1709 if (tmp->slaying != NULL) 1715 if (tmp->slaying)
1710 { 1716 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1718 if (!spell)
1713 { 1719 {
1714 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));
1715 return; 1721 return;
1716 } 1722 }
1717 else 1723 else
1718 insert_ob_in_ob (spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1719 tmp->slaying = NULL; 1726 tmp->slaying = 0;
1720 } 1727 }
1721 1728
1722 skop = find_skill_by_name (op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1723 1730
1724 /* 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
1725 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1733 if (!skop)
1727 { 1734 {
1728 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));
1729 return; 1736 return;
1730 } 1737 }
1731 1738
1732 spell = tmp->inv; 1739 spell = tmp->inv;
1733 1740
1734 if (!spell) 1741 if (!spell)
1735 { 1742 {
1736 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);
1737 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!");
1738 return; 1745 return;
1739 } 1746 }
1740 1747
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1749 if (skop->level < learn_level)
1742 { 1750 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 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));
1744 return; 1753 return;
1745 } 1754 }
1746 1755
1747 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));
1748 1757
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1751 identify (tmp); 1759 identify (tmp);
1752
1753 if (tmp->env)
1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1755 else
1756 op->contr->ns->floorbox_update ();
1757 }
1758 1760
1759 /* 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
1760 * 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
1761 * 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
1762 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1763 */ 1765 */
1764 if (check_spell_known (op, spell->name)) 1766 if (check_spell_known (op, spell->name))
1765 { 1767 {
1766 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");
1767 return; 1769 return;
1768 } 1770 }
1769 1771
1770 if (spell->skill) 1772 if (spell->skill)
1771 { 1773 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1773 1775
1774 if (!spell_skill) 1776 if (!spell_skill)
1775 { 1777 {
1776 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));
1777 return; 1779 return;
1778 } 1780 }
1779 1781
1780 if (spell_skill->level < spell->level) 1782 if (spell_skill->level < spell->level)
1781 { 1783 {
1782 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));
1783 return; 1785 return;
1784 } 1786 }
1785 } 1787 }
1786 1788
1787 /* Logic as follows 1789 /* Logic as follows
1796 * 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
1797 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1798 */ 1800 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1802 {
1801 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!");
1802 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));
1803 } 1805 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1805 (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])
1806 { 1808 {
1807 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1808 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1809 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
1810 1811
1811 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 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);
1814 } 1815 }
1815 else 1816 else
1816 { 1817 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1818 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");
1819 } 1820 }
1820 1821
1821 decrease_ob (tmp); 1822 tmp->decrease ();
1822} 1823}
1823 1824
1824/** 1825/**
1825 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1826 */ 1827 */
1829{ 1830{
1830 object *skop; 1831 object *skop;
1831 1832
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1834 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1835 op->failmsg ("You are unable to read while blind.");
1835 return; 1836 return;
1836 } 1837 }
1837 1838
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1840 {
1840 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.>");
1841 return; 1842 return;
1842 } 1843 }
1843 1844
1844 if (op->type == PLAYER) 1845 if (op->type == PLAYER)
1845 { 1846 {
1851 */ 1852 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1854
1854 if (!skop) 1855 if (!skop)
1855 { 1856 {
1856 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]));
1857 return; 1858 return;
1858 } 1859 }
1859 1860
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1863 }
1863 1864
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1866 identify (tmp);
1866 1867
1867 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));
1868
1869 1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1871 tmp->decrease ();
1872} 1872}
1873 1873
1874/** 1874/**
1875 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1877 * chest. 1877 * chest.
1878 */ 1878 */
1879static void 1879static void
1880apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1881{ 1881{
1882 object *treas;
1883
1884
1885 /* 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
1886 * 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
1887 * 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
1888 * 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
1889 * treasure 1886 * treasure
1890 */ 1887 */
1891
1892 treas = tmp->inv; 1888 object *treas = tmp->inv;
1893 if (treas == NULL) 1889
1890 if (!treas)
1894 { 1891 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1892 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1893 tmp->decrease ();
1897 return; 1894 return;
1898 } 1895 }
1896
1899 while (tmp->inv) 1897 while (tmp->inv)
1900 { 1898 {
1901 treas = tmp->inv; 1899 treas = tmp->inv;
1902
1903 treas->remove (); 1900 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1901
1906 treas->x = op->x; 1902 treas->x = op->x;
1907 treas->y = op->y; 1903 treas->y = op->y;
1908 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);
1909 1905
1910 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))
1911 spring_trap (treas, op); 1907 spring_trap (treas, op);
1912 1908
1913 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1917 */ 1913 */
1918 if (op->destroyed () || tmp->destroyed ()) 1914 if (op->destroyed () || tmp->destroyed ())
1919 break; 1915 break;
1920 } 1916 }
1921 1917
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1919 tmp->decrease (true);
1924
1925} 1920}
1926 1921
1927/** 1922/**
1928 * op eats food. 1923 * op eats food.
1929 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
1944 { 1939 {
1945 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999) 1941 if (op->stats.food + tmp->stats.food > 999)
1947 { 1942 {
1948 if (tmp->type == FOOD || tmp->type == FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
1949 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!");
1950 else 1945 else
1951 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!");
1952 } 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 );
1953 1956
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 { 1958 {
1956 char buf[MAX_BUF]; 1959 const char *buf;
1957 1960
1958 if (!is_dragon_pl (op)) 1961 if (!is_dragon_pl (op))
1959 { 1962 {
1960 /* eating message for normal players */ 1963 /* eating message for normal players */
1961 if (tmp->type == DRINK) 1964 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1963 else 1966 else
1964 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.");
1965 } 1968 }
1966 else 1969 else
1967 {
1968 /* eating message for dragon players */ 1970 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
1970 }
1971 1972
1972 new_draw_info (NDI_UNIQUE, 0, op, buf); 1973 op->statusmsg (buf);
1974
1973 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
1977 else 1979 else
1978 op->stats.hp += tmp->stats.food / 50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
1979 if (op->stats.hp > op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
1982 op->stats.food = 999; 1985 op->stats.food = 999;
1983 } 1986 }
1985 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 1990 eat_special_food (op, tmp);
1988 } 1991 }
1989 } 1992 }
1993
1990 handle_apply_yield (tmp); 1994 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 1995 tmp->decrease ();
1992} 1996}
1993 1997
1994/** 1998/**
1995 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
1996 * 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.
2006{ 2010{
2007 object *skin = NULL; /* pointer to dragon skin force */ 2011 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 2012 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2010 2014
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2025 return 0;
2023 2026
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2028 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2030 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2032 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2034 abil = tmp;
2035 2035
2036 /* 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
2037 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2038 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2044 else
2045 op->stats.hp += meal->stats.food / 50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2046 if (op->stats.hp > op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2048 2049
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2050 2051
2095 } 2096 }
2096 } 2097 }
2097 2098
2098 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2100 totalchance = 100 - totalchance * 100;
2101
2100 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2101 if (totalchance > 50.) 2104 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2111 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))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2116 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2118
2119 op->statusmsg (buf);
2116 2120
2117 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2118 i = -1; 2122 i = -1;
2119 if (winners > 0) 2123 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2124 i = atnr_winner [rndm (winners)];
2121 2125
2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123 { 2127 {
2124 /* resistance increased! */ 2128 /* resistance increased! */
2125 skin->resist[i]++; 2129 skin->resist[i]++;
2126 op->update_stats (); 2130 op->update_stats ();
2127 2131
2128 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]));
2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2130 } 2133 }
2131 2134
2132 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2133 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 */
2134 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)
2135 { 2138 {
2136 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> */
2137 2140
2138 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
2139 { 2147 ));
2140 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144 }
2145 else 2148 else
2146 { 2149 {
2147 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]));
2148 new_draw_info (NDI_UNIQUE, 0, op, buf);
2149 abil->last_eat = 0; 2151 abil->last_eat = 0;
2150 } 2152 }
2151 } 2153 }
2154
2152 return 1; 2155 return 1;
2153} 2156}
2154 2157
2155/** 2158/**
2156 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2159static void 2162static void
2160apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2161{ 2164{
2162 object *armor; 2165 object *armor;
2163 2166
2164 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))
2165 { 2168 {
2166 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.>");
2167 return; 2170 return;
2168 } 2171 }
2169 2172
2170 armor = find_marked_object (op); 2173 armor = find_marked_object (op);
2171 2174
2172 if (!armor) 2175 if (!armor)
2173 { 2176 {
2174 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.");
2175 return; 2178 return;
2176 } 2179 }
2177 2180
2178 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2182 && armor->type != CLOAK
2180 && 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)
2181 { 2184 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2186 return;
2184 } 2187 }
2185 2188
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2190 improve_armour (op, tmp, armor);
2188} 2191}
2189 2192
2190extern void 2193void
2191apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2192{ 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
2193 if (op->type == PLAYER) 2201 if (op->type == PLAYER)
2194 { 2202 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2203 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2204 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2205 op->contr->killer = poison;
2198 } 2206 }
2207
2199 if (tmp->stats.hp > 0) 2208 if (poison->stats.hp > 0)
2200 { 2209 {
2201 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);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2203 } 2212 }
2213
2204 op->stats.food -= op->stats.food / 4; 2214 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2215 poison->destroy ();
2206 decrease_ob (tmp);
2207} 2216}
2208 2217
2209/** 2218/**
2210 * This function 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.
2211 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2227#if 0 //TODO 2236#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2230#endif 2239#endif
2231 2240
2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2242
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2244
2234 if (exitmap) 2245 if (exitmap)
2235 { 2246 {
2236 exitmap->load_sync (); 2247 exitmap->load_sync ();
2292 } 2303 }
2293 2304
2294 return 0; 2305 return 0;
2295} 2306}
2296 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}
2297 2552
2298/** 2553/**
2299 * Main apply handler. 2554 * Main apply handler.
2300 * 2555 *
2301 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2303 * Return value: 2558 * Return value:
2304 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2305 * 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
2306 * 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
2307 * 2562 *
2308 * 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
2309 * being applied. 2564 * being applied.
2310 * 2565 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2313 */ 2568 */
2314
2315int 2569int
2316manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2317{ 2571{
2318 if (tmp->head) 2572 op = op->head_ ();
2319 tmp = tmp->head;
2320 2573
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2322 { 2575 {
2323 if (op->type == PLAYER) 2576 if (who->type == PLAYER)
2324 { 2577 {
2325 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
2326 return 1; 2580 return 1;
2327 } 2581 }
2328 else 2582 else
2329 return 0; /* monsters just skip unpaid items */ 2583 return 0; /* monsters just skip unpaid items */
2330 } 2584 }
2331 2585
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2333 return RESULT_INT (0); 2587 return RESULT_INT (0);
2334 2588
2335 switch (tmp->type) 2589 switch (op->type)
2336 { 2590 {
2337 case CF_HANDLE: 2591 case CF_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2592 who->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2593 who->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2594 op->value = op->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2595 SET_ANIMATION (op, op->value);
2342 update_object (tmp, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2343 push_button (tmp); 2597 push_button (op, who);
2344 return 1; 2598 return 1;
2345 2599
2346 case TRIGGER: 2600 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2601 if (check_trigger (op, who, who))
2348 { 2602 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2604 who->play_sound (sound_find ("turn_handle"));
2351 } 2605 }
2352 else 2606 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2607 who->failmsg ("The handle doesn't move.");
2354 2608
2355 return 1; 2609 return 1;
2356 2610
2357 case EXIT: 2611 case EXIT:
2358 if (op->type != PLAYER) 2612 if (who->type != PLAYER)
2359 return 0; 2613 return 0;
2360 2614
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2362 { 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)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2617 else
2366 { 2618 {
2367 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2621 who->statusmsg (op->msg, NDI_NAVY);
2370 2622
2371 op->enter_exit (tmp); 2623 who->enter_exit (op);
2372 } 2624 }
2625
2373 return 1; 2626 return 1;
2374 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
2375 case SIGN: 2633 case SIGN:
2376 apply_sign (op, tmp, 0); 2634 apply_sign (who, op, 0);
2377 return 1; 2635 return 1;
2378 2636
2379 case BOOK: 2637 case BOOK:
2380 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2381 { 2639 {
2382 apply_book (op, tmp); 2640 apply_book (who, op);
2383 return 1;
2384 }
2385 else
2386 {
2387 return 0;
2388 }
2389
2390 case SKILLSCROLL:
2391 if (op->type == PLAYER)
2392 {
2393 apply_skillscroll (op, tmp);
2394 return 1;
2395 }
2396 return 0;
2397
2398 case SPELLBOOK:
2399 if (op->type == PLAYER)
2400 {
2401 apply_spellbook (op, tmp);
2402 return 1;
2403 }
2404 return 0;
2405
2406 case SCROLL:
2407 apply_scroll (op, tmp, 0);
2408 return 1;
2409
2410 case POTION:
2411 (void) apply_potion (op, tmp);
2412 return 1;
2413
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2416 case CLOSE_CON:
2417 apply_container (op, tmp->env);
2418 return 1;
2419
2420 case CONTAINER:
2421 apply_container (op, tmp);
2422 return 1;
2423
2424 case TREASURE:
2425 if (op->type == PLAYER)
2426 {
2427 apply_treasure (op, tmp);
2428 return 1; 2641 return 1;
2429 } 2642 }
2430 else 2643 else
2431 return 0; 2644 return 0;
2645
2646 case SKILLSCROLL:
2647 if (who->type == PLAYER)
2648 {
2649 apply_skillscroll (who, op);
2650 return 1;
2651 }
2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2657 {
2658 apply_spellbook (who, op);
2659 return 1;
2660 }
2661 else
2662 return 0;
2663
2664 case SCROLL:
2665 apply_scroll (who, op, 0);
2666 return 1;
2667
2668 case POTION:
2669 apply_potion (who, op);
2670 return 1;
2671
2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2673 //TODO: remove, as it is unsed?
2674 case CLOSE_CON:
2675 apply_container (who, op->env);
2676 return 1;
2677
2678 case CONTAINER:
2679 apply_container (who, op);
2680 return 1;
2681
2682 case TREASURE:
2683 if (who->type == PLAYER)
2684 {
2685 apply_treasure (who, op);
2686 return 1;
2687 }
2688 else
2689 return 0;
2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2432 2695
2433 case WEAPON: 2696 case WEAPON:
2434 case ARMOUR: 2697 case ARMOUR:
2435 case BOOTS: 2698 case BOOTS:
2436 case GLOVES: 2699 case GLOVES:
2444 case WAND: 2707 case WAND:
2445 case ROD: 2708 case ROD:
2446 case HORN: 2709 case HORN:
2447 case SKILL: 2710 case SKILL:
2448 case BOW: 2711 case BOW:
2449 case LAMP:
2450 case BUILDER: 2712 case BUILDER:
2451 case SKILL_TOOL: 2713 case SKILL_TOOL:
2452 if (tmp->env != op) 2714 if (op->env != who)
2453 return 2; /* not in inventory */ 2715 return 2; /* not in inventory */
2716
2454 (void) apply_special (op, tmp, aflag); 2717 apply_special (who, op, aflag);
2455 return 1; 2718 return 1;
2456 2719
2457 case DRINK: 2720 case DRINK:
2458 case FOOD: 2721 case FOOD:
2459 case FLESH: 2722 case FLESH:
2460 apply_food (op, tmp); 2723 apply_food (who, op);
2461 return 1; 2724 return 1;
2462 2725
2463 case POISON: 2726 case POISON:
2464 apply_poison (op, tmp); 2727 apply_poison (who, op);
2465 return 1; 2728 return 1;
2466 2729
2467 case SAVEBED: 2730 case SAVEBED:
2468 return 1; 2731 return 1;
2469 2732
2470 case ARMOUR_IMPROVER: 2733 case ARMOUR_IMPROVER:
2471 if (op->type == PLAYER) 2734 if (who->type == PLAYER)
2472 { 2735 {
2473 apply_armour_improver (op, tmp); 2736 apply_armour_improver (who, op);
2474 return 1; 2737 return 1;
2475 } 2738 }
2476 else 2739 else
2477 return 0; 2740 return 0;
2478 2741
2479 case WEAPON_IMPROVER: 2742 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2743 check_improve_weapon (who, op);
2481 return 1; 2744 return 1;
2482 2745
2483 case CLOCK: 2746 case CLOCK:
2484 if (op->type == PLAYER) 2747 if (who->type == PLAYER)
2485 { 2748 {
2486 char buf[MAX_BUF]; 2749 char buf[MAX_BUF];
2487 timeofday_t tod; 2750 timeofday_t tod;
2488 2751
2489 get_tod (&tod); 2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2755 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((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")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2758 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2759 return 1;
2496 } 2760 }
2497 else 2761 else
2762 return 0;
2763
2764 case MENU:
2765 if (who->type == PLAYER)
2498 { 2766 {
2499 return 0;
2500 }
2501
2502 case MENU:
2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op); 2767 shop_listing (op, who);
2506 return 1; 2768 return 1;
2507 } 2769 }
2508 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)
2509 { 2779 {
2510 return 0;
2511 }
2512
2513 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1;
2516
2517 case LIGHTER: /* for lighting torches/lanterns/etc */
2518 if (op->type == PLAYER)
2519 {
2520 apply_lighter (op, tmp); 2780 apply_lighter (who, op);
2521 return 1; 2781 return 1;
2522 } 2782 }
2523 else 2783 else
2524 {
2525 return 0; 2784 return 0;
2526 }
2527 2785
2528 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2787 apply_item_transformer (who, op);
2530 return 1; 2788 return 1;
2531 2789
2532 default: 2790 default:
2533 return 0; 2791 return 0;
2534 } 2792 }
2535} 2793}
2536
2537 2794
2538/* 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"
2539 * 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
2540 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2541 * 2798 *
2542 * Same return value as apply() function. 2799 * Same return value as apply() function.
2543 */ 2800 */
2544int 2801int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2803{
2547 int tmp;
2548
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2550 { 2805 {
2551 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2808 {
2554 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.>");
2555 return 0; 2812 return 0;
2556 } 2813 }
2557 } 2814 }
2558 2815
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 }
2570
2571 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2572 2817
2573 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2574 if (!quiet) 2820 if (!quiet)
2575 { 2821 {
2576 if (tmp == 0) 2822 if (tmp == 0)
2577 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)));
2578 else if (tmp == 2) 2824 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2825 pl->failmsg ("You must get it first!\n");
2580 } 2826 }
2827
2581 return tmp; 2828 return tmp;
2582} 2829}
2583 2830
2584/** 2831/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2832 * player_apply_below attempts to apply the object 'below' the player.
2586 * 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
2587 * we use the ground. 2834 * we use the ground.
2588 */ 2835 */
2589
2590void 2836void
2591player_apply_below (object *pl) 2837player_apply_below (object *pl)
2592{ 2838{
2593 int floors = 0; 2839 int floors = 0;
2594 2840
2613 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2614 * 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
2615 * the item needs. 2861 * the item needs.
2616 */ 2862 */
2617 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618 {
2619 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2620 return; 2865 return;
2621 } 2866
2622 if (floors >= 2) 2867 if (floors >= 2)
2623 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2624 } 2869 }
2625} 2870}
2626 2871
2631 * 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.
2632 */ 2877 */
2633static int 2878static int
2634unapply_special (object *who, object *op, int aflags) 2879unapply_special (object *who, object *op, int aflags)
2635{ 2880{
2636 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)))
2637 return RESULT_INT (0); 2883 return RESULT_INT (0);
2638 2884
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2886
2643 switch (op->type) 2887 switch (op->type)
2644 { 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
2645 case WEAPON: 2903 case WEAPON:
2646 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 }
2647 2910
2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2912
2648 (void) change_abil (who, op); 2913 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2915 break;
2653 2916
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2917 case SKILL:
2656 if (op != who->chosen_skill) 2918 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 2919 {
2661 if (who->contr->ranged_ob == op) 2920 if (IS_COMBAT_SKILL (op->subtype))
2662 { 2921 who->change_weapon (who->contr->combat_ob = 0);
2663 who->contr->ranged_skill = 0; 2922 else if (IS_RANGED_SKILL (op->subtype))
2664 who->contr->ranged_ob = 0; 2923 who->change_weapon (who->contr->ranged_ob = 0);
2665 }
2666 2924
2667 if (!op->invisible) 2925 if (op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2669 else 2927 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2671 } 2929 }
2672 2930
2673 change_abil (who, op); 2931 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2933 break;
2677 2934
2678 case ARMOUR: 2935 case ARMOUR:
2679 case HELMET: 2936 case HELMET:
2683 case GLOVES: 2940 case GLOVES:
2684 case AMULET: 2941 case AMULET:
2685 case GIRDLE: 2942 case GIRDLE:
2686 case BRACERS: 2943 case BRACERS:
2687 case CLOAK: 2944 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 2946 change_abil (who, op);
2690 break;
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->type == PLAYER)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->type == PLAYER)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719 if (who->type == PLAYER)
2720 esrv_send_item (who, tmp2);
2721 return 1; /* otherwise, an attempt to drop causes problems */
2722 break; 2947 break;
2723 2948
2724 case BOW: 2949 case BOW:
2725 case WAND: 2950 case WAND:
2726 case ROD: 2951 case ROD:
2727 case HORN: 2952 case HORN:
2728 clear_skill (who); 2953 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 2954 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2732 2960
2733 who->contr->ranged_skill = 0; 2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 2962 }
2736 else 2963 else
2737 { 2964 {
2965 who->change_skill (0);
2966
2738 if (op->type == BOW) 2967 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2969 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2971 }
2743 2972
2744 break; 2973 break;
2745 2974
2746 case BUILDER: 2975 case BUILDER:
2747 if (who->type == PLAYER) 2976 if (who->contr)
2748 { 2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 2978 break;
2755 2979
2756 default: 2980 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 2982 break;
2759 } 2983 }
2760 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
2761 who->update_stats (); 2989 who->update_stats ();
2762 2990
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL);
2768 if (who->type == PLAYER)
2769 {
2770 if (tmp)
2771 { /* it was merged */
2772 esrv_del_item (who->contr, op->count);
2773 op = tmp;
2774 }
2775
2776 esrv_send_item (who, op);
2777 }
2778 }
2779 return 0; 2991 return 0;
2780} 2992}
2781 2993
2782/** 2994/**
2783 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2996 * Note that 'start' is the first object to start examing - we
2785 * 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
2786 * something like: 2998 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
2791 * 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.
2792 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 3005 * invisible other objects that use
2794 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
2795 */ 3007 */
2796object * 3008static object *
2797get_item_from_body_location (object *start, int loc) 3009get_next_item_from_body_location (int loc, object *start)
2798{ 3010{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
2805 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))
2806 return tmp; 3015 return tmp;
2807 3016
2808 return NULL; 3017 return 0;
2809} 3018}
2810
2811
2812 3019
2813/** 3020/**
2814 * '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.
2815 * This should only be called when it is known 3022 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 3023 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
2820 * 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
2821 * 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
2822 * another function that does just that. 3029 * another function that does just that.
2823 */ 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
2824int 3037int
2825unapply_for_ob (object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
2826{ 3039{
2827 int i; 3040 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 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)))
2840 { 3044 {
2841 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3046 who->failmsg (query_name (tmp));
2843 else 3047 else
2844 unapply_special (who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
2845 } 3049 }
2846 else 3050 else
2847 { 3051 {
2848 /* 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.
2849 * 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
2850 * at least generate the message. 3054 * at least generate the message.
2851 */ 3055 */
2852 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)));
2853 return 1; 3057 return 1;
2854 }
2855
2856 } 3058 }
2857 }
2858 }
2859 3059
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 3061 {
2862 /* this used up a slot that we need to free */ 3062 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 3063 if (op->slot[i].info)
2864 { 3064 {
2865 last = who->inv; 3065 object *last = who->inv;
2866 3066
2867 /* 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
2868 * to free up enough slots. 3068 * to free up enough slots.
2869 */ 3069 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 3070 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 3071 {
2872 tmp = get_item_from_body_location (last, i); 3072 object *tmp = get_next_item_from_body_location (i, last);
3073
2873 if (!tmp) 3074 if (!tmp)
2874 { 3075 {
2875#if 0 3076#if 0
2876 /* 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
2877 * equipped. 3078 * equipped.
2878 */ 3079 */
2879 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);
2880#endif 3081#endif
2881 return 1; 3082 return 1;
2882 } 3083 }
3084
2883 /* 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 */
2884 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))))
2885 { 3087 {
2886 if (aflags & AP_PRINT) 3088 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3089 who->failmsg (query_name (tmp));
2888 else 3090 else
2889 unapply_special (who, tmp, aflags); 3091 unapply_special (who, tmp, aflags);
2890 } 3092 }
2891 else 3093 else
2892 { 3094 {
2893 /* Cursed item that we can't unequip - tell the player. 3095 /* Cursed item that we can't unequip - tell the player.
2894 * 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,
2895 * 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
2896 * one cursed ring.) 3098 * one cursed ring.)
2897 */ 3099 */
2898 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)));
2899 } 3101 }
3102
2900 last = tmp->below; 3103 last = tmp->below;
2901 } 3104 }
2902 /* 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
2903 * return in the !tmp would have kicked in. 3106 * return in the !tmp would have kicked in.
2904 */ 3107 */
2905 } /* if op is using this body location */ 3108 } /* if op is using this body location */
2906 } /* for body lcoations */ 3109 } /* for body lcoations */
3110
2907 return 0; 3111 return 0;
2908} 3112}
2909 3113
2910/** 3114/**
2911 * Checks to see if 'who' can apply object 'op'. 3115 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
2915 * 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
2916 * 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?)
2917 * 3121 *
2918 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
2919 * these return values. 3123 * these return values.
2920 */ 3124 */
2921int 3125int
2922can_apply_object (object *who, object *op) 3126can_apply_object (object *who, object *op)
2923{ 3127{
2924 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)))
2925 return RESULT_INT (0); 3129 return RESULT_INT (0);
2926 3130
2927 int i, retval = 0; 3131 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 3132 object *tmp = 0, *ws = 0;
2929 3133
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 3135 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3136 if (op->slot[i].info)
2938 { 3137 {
2939 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)
2940 { 3140 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 3141 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 3142 * really needed.
2956 */ 3143 */
2957 retval |= CAN_APPLY_NEVER; 3144 retval |= CAN_APPLY_NEVER;
2958 } 3145 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 3146 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 3147 {
2961 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
2962 * we have. 3149 * we have.
2963 */ 3150 */
2964 object *tmp1;
2965
2966 3151
2967 /* 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
2968 * enough slots to equip the new item, then just set this can 3153 * enough slots to equip the new item, then just set "can
2969 * 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
2970 * shield equipped and try to equip another shield, there is only 3155 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
2973 * may be two handed for example. 3158 * may be two handed for example.
2974 */ 3159 */
2975 if (ws) 3160 if (ws)
2976 { 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 3162 {
2979 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3164 continue;
2981 } 3165 }
2982 }
2983 3166
2984 tmp1 = get_item_from_body_location (who->inv, i); 3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3168 if (!tmp1)
2986 { 3169 {
2987#if 0 3170#if 0
2988 /* 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
2989 * join in with more stuff equipped than they are now allowed. 3172 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
2999 * to apply multiple objects 3182 * to apply multiple objects
3000 */ 3183 */
3001 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
3002 if (!tmp) 3186 if (!tmp)
3003 tmp = tmp1; 3187 tmp = tmp1;
3004 else if (tmp != tmp1) 3188 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3190
3008 /* 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
3009 * 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
3010 * the slots, the player then has a choice. 3193 * the slots, the player then has a choice.
3011 */ 3194 */
3012 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)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3198
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3200 * equipped? If not, there must be something else to unapply.
3017 */ 3201 */
3018 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)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3204 }
3022 } /* if not enough free slots */ 3205 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3206 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3207 } /* for i -> num_body_locations loop */
3025 3208
3038 3221
3039 if (who->type != PLAYER) 3222 if (who->type != PLAYER)
3040 { 3223 {
3041 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))
3042 retval |= CAN_APPLY_RESTRICTION; 3225 retval |= CAN_APPLY_RESTRICTION;
3226
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3228 retval |= CAN_APPLY_RESTRICTION;
3229
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3231 retval |= CAN_APPLY_RESTRICTION;
3232
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3049 } 3235 }
3050 3236
3051 return retval; 3237 return retval;
3066 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3067 * 3253 *
3068 * Optional flags: 3254 * Optional flags:
3069 * 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
3070 * 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
3071 * 3258 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3260 *
3074 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3075 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3076int 3267int
3077apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3078{ 3269{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3272
3083 if (who == NULL) 3273 if (who == NULL)
3084 { 3274 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3275 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3276 return 1;
3096 if (basic_flag == AP_APPLY) 3286 if (basic_flag == AP_APPLY)
3097 return 0; 3287 return 0;
3098 3288
3099 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)))
3100 { 3290 {
3101 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)));
3102 return 1; 3292 return 1;
3103 } 3293 }
3294
3104 return unapply_special (who, op, aflags); 3295 return unapply_special (who, op, aflags);
3105 } 3296 }
3106
3107 if (basic_flag == AP_UNAPPLY) 3297 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3298 return 0;
3109 3299
3110 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);
3111 3310
3112 /* 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 */
3113 if (i) 3312 if (int i = can_apply_object (who, op))
3114 { 3313 {
3115 if (i & CAN_APPLY_NEVER) 3314 if (i & CAN_APPLY_NEVER)
3116 { 3315 {
3117 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)));
3118 return 1; 3317 return 1;
3119 } 3318 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3319 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3320 {
3122 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 ));
3123 return 1; 3326 return 1;
3124 } 3327 }
3328
3125 if (who->type != PLAYER) 3329 if (who->type != PLAYER)
3126 { 3330 {
3127 /* Some error, so don't try to equip something more */ 3331 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3332 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3333 return 1;
3130 } 3334 }
3131 else 3335 else
3132 { 3336 {
3133 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))
3134 { 3338 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3340 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3341 return 1;
3138 } 3342 }
3139 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))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3344 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3345 return 1;
3144 }
3145 } 3346 }
3146 } 3347 }
3147 3348
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3350 {
3150 skop = find_skill_by_name (who, op->skill); 3351 skop = find_skill_by_name (who, op->skill);
3352
3151 if (!skop) 3353 if (!skop)
3152 { 3354 {
3153 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));
3154 return 1; 3356 return 1;
3155 } 3357 }
3156 else 3358 else
3157 /* While experience will be credited properly, we want to change the 3359 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3360 * skill so that the dam and wc get updated
3159 */ 3361 */
3160 change_skill (who, skop, 0); 3362 who->change_skill (skop);
3161 }
3162
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 3363 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3364
3365 if (!check_item_power (who, op->item_power))
3366 {
3166 "Equipping that combined with other items would consume your soul! " 3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3167 "[use the skills command to check your available item power]");
3168 return 1; 3368 return 1;
3169 } 3369 }
3170
3171 3370
3172 /* 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.
3173 * Note that we don't have the checks for can_use_... 3372 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3373 * below - that is already taken care of by can_apply_object.
3175 */ 3374 */
3176 3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3177 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1);
3179 else
3180 tmp = NULL;
3181 3376
3182 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)))
3183 return RESULT_INT (0); 3378 return RESULT_INT (0);
3184 3379
3185 switch (op->type) 3380 switch (op->type)
3186 { 3381 {
3187 case WEAPON: 3382 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat))
3189 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3192 if (tmp != NULL)
3193 (void) insert_ob_in_ob (tmp, who);
3194 return 1;
3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix 3383 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3384 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3385 if (op->level && !op->name.starts_with (who->name))
3200 { 3386 {
3201 /* 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. */
3202 /* (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) */
3203 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.>");
3204 3390
3205 if (tmp) 3391 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3392 insert_ob_in_ob (tmp, who);
3207 3393
3208 return 1; 3394 return 1;
3209 } 3395 }
3210 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
3211 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3404 who->change_skill (skop);
3215 3405
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 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
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3412 change_abil (who, op);
3222 break; 3413 break;
3223 3414
3224 case ARMOUR: 3415 case ARMOUR:
3225 case HELMET: 3416 case HELMET:
3230 case BRACERS: 3421 case BRACERS:
3231 case CLOAK: 3422 case CLOAK:
3232 case RING: 3423 case RING:
3233 case AMULET: 3424 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3427 change_abil (who, op);
3237 break; 3428 break;
3238 3429
3239 case LAMP: 3430 case SKILL_TOOL:
3240 if (op->stats.food < 1) 3431 // applying a skill tool also readies the skill
3432 SET_FLAG (op, FLAG_APPLIED);
3433
3434 if (!(aflags & AP_NO_READY))
3241 { 3435 {
3242 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);
3243 return 1; 3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3244 } 3439 }
3440 break;
3245 3441
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3442 case SKILL:
3247 tmp2 = arch_to_object (op->other_arch); 3443 if (player *pl = who->contr)
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 { 3444 {
3265 insert_ob_in_ob (tmp, who); 3445 if (IS_COMBAT_SKILL (op->subtype))
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER)
3275 { 3446 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 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);
3278 } 3470 }
3279 } 3471 else if (IS_RANGED_SKILL (op->subtype))
3280
3281 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2);
3283
3284 return 0;
3285
3286 /* this part is needed for skill-tools */
3287 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill)
3290 { 3472 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 );
3292 return 1; 3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3293 } 3493 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299 3494
3300 if (!op->invisible) 3495 if (!op->invisible)
3301 { 3496 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3497 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3304 } 3503 }
3305 else 3504 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3506 }
3308 3507 else
3508 {
3309 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3510 change_abil (who, op);
3311 who->chosen_skill = op; 3511 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3512 SET_FLAG (who, FLAG_READY_SKILL);
3513 }
3514
3313 break; 3515 break;
3314 3516
3315 case BOW: 3517 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3518 if (op->level && !op->name.starts_with (who->name))
3317 { 3519 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3520 who->failmsg ("The weapon does not recognize you as its owner. "
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3521 "H<Its name indicates that it belongs to somebody else.>");
3320
3321 if (tmp) 3522 if (tmp)
3322 insert_ob_in_ob (tmp, who);
3323
3324 return 1;
3325 }
3326
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL)
3331 insert_ob_in_ob (tmp, who); 3523 insert_ob_in_ob (tmp, who);
3332 3524
3333 return 1; 3525 return 1;
3334 } 3526 }
3335 3527
3336 /*FALLTHROUGH*/ 3528 /*FALLTHROUGH*/
3337 case WAND: 3529 case WAND:
3338 case ROD: 3530 case ROD:
3339 case HORN: 3531 case HORN:
3340 /* 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
3341 SET_FLAG (op, FLAG_APPLIED); 3540 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3541 who->change_skill (skop);
3344 3542
3345 if (who->type == PLAYER) 3543 if (who->contr)
3346 { 3544 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3548
3349 if (op->type == BOW) 3549 if (op->type == BOW)
3350 { 3550 {
3551 who->current_weapon = op;
3351 change_abil (who, op); 3552 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "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)));
3354 } 3554 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3555 }
3359 else 3556 else
3360 { 3557 {
3361 if (op->type == BOW) 3558 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3559 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3564 break;
3368 3565
3369 case BUILDER: 3566 case BUILDER:
3370 if (who->type == PLAYER) 3567 if (who->type == PLAYER)
3371 { 3568 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3571 unapply_special (who, who->contr->ranged_ob, 0);
3374 3572
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3574
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3575 who->contr->ranged_ob = op;
3379 } 3576 }
3380 break; 3577 break;
3381 3578
3382 default: 3579 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3581 }
3385 3582
3386 SET_FLAG (op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3387 3584
3388 if (tmp != NULL) 3585 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3586 who->insert (tmp);
3390 3587
3391 who->update_stats (); 3588 who->update_stats ();
3392 3589
3393 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3396 */ 3593 */
3397 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)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3596
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3598 if (who->type == PLAYER)
3403 { 3599 {
3404 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 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3605 }
3407 }
3408 3606
3409 if (who->type == PLAYER) 3607 if (object *pl = op->visible_to ())
3410 {
3411 /* if multiple objects were applied, update both slots */
3412 if (tmp)
3413 esrv_send_item (who, tmp);
3414
3415 esrv_send_item (who, op); 3608 esrv_send_item (pl, op);
3416 }
3417 3609
3418 return 0; 3610 return 0;
3419} 3611}
3420 3612
3421int 3613int
3422monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3423{ 3615{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3617 return 1;
3618
3426 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3427} 3620}
3428 3621
3429/** 3622/**
3430 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3434int 3627int
3435auto_apply (object *op) 3628auto_apply (object *op)
3436{ 3629{
3437 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3438 int i; 3631 int i;
3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3439 3634
3440 switch (op->type) 3635 switch (op->type)
3441 { 3636 {
3442 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3638 if (!op->has_random_items ())
3445 3640
3446 do 3641 do
3447 { 3642 {
3448 i = 10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3450 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
3451 if (tmp == NULL) 3650 if (tmp == NULL)
3452 return 0; 3651 return 0;
3652
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3454 { 3654 {
3455 tmp->destroy (); 3655 tmp->destroy ();
3456 tmp = NULL; 3656 tmp = NULL;
3457 } 3657 }
3460 3660
3461 tmp->x = op->x; 3661 tmp->x = op->x;
3462 tmp->y = op->y; 3662 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3663 SET_FLAG (tmp, FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3665 identify (tmp);
3467 break; 3666 break;
3468 3667
3469 case TREASURE: 3668 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3477 /* 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,
3478 * 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
3479 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3679 * that is put inside other objects.
3481 */ 3680 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3681 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3682 while (op->inv)
3489 else 3683 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3684
3493 op->destroy (); 3685 op->destroy ();
3494 break; 3686 break;
3495 } 3687 }
3496 return tmp ? 1 : 0; 3688
3689 return !!tmp;
3497} 3690}
3498 3691
3499/** 3692/**
3500 * fix_auto_apply goes through the entire map every time a map 3693 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3515 3708
3516 if (tmp->inv) 3709 if (tmp->inv)
3517 { 3710 {
3518 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3519 3712
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3714 {
3522 invnext = invtmp->below; 3715 invnext = invtmp->below;
3523 3716
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3525 auto_apply (invtmp); 3718 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3720 {
3528 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3723
3531 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3532 } 3725 }
3533 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3777 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3779 tmp->randomitems = NULL;
3587 } 3780 }
3781
3588 // close all containers 3782 // close all containers
3589 else if (tmp->type == CONTAINER) 3783 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3784 tmp->flag [FLAG_APPLIED] = 0;
3591 3785
3592 tmp = above; 3786 tmp = above;
3593 } 3787 }
3594 3788
3595 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3598 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3599} 3793}
3600 3794
3601/** 3795/**
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3604 * 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
3605 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3606 */ 3800 */
3607
3608void 3801void
3609eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3610{ 3803{
3611 object *force; 3804 object *force;
3612 int i, did_one = 0; 3805 int i, did_one = 0;
3613 sint8 k;
3614 3806
3615 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3616 3810
3617 for (i = 0; i < NUM_STATS; i++)
3618 {
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 {
3622 set_attr_value (&force->stats, i, k);
3623 did_one = 1;
3624 }
3625 }
3626
3627 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++)
3629 {
3630 if (food->resist[i] > 0)
3631 {
3632 force->resist[i] = food->resist[i] / 2;
3633 did_one = 1;
3634 }
3635 }
3636
3637 if (did_one)
3638 {
3639 force->set_speed (0.1);
3640 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3641 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3642 SET_FLAG (force, FLAG_APPLIED); 3813
3643 change_abil (who, force); 3814 if (force = who->force_find (key))
3644 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;
3645 } 3825 }
3646 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
3647 force->destroy (); 3857 force->destroy ();
3858 }
3648 3859
3649 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3651 { 3862 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 3864 {
3654 assign (who->contr->killer, food->name); 3865 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3867 who->failmsg ("Eck!...that was poisonous!");
3657 } 3868 }
3658 else 3869 else
3659 { 3870 {
3660 if (food->stats.hp > 0) 3871 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3872 who->statusmsg ("You begin to feel better.");
3662 else 3873 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3874 who->failmsg ("Eck!...that was poisonous!");
3875
3664 who->stats.hp += food->stats.hp; 3876 who->stats.hp += food->stats.hp;
3665 } 3877 }
3666 } 3878 }
3879
3667 if (food->stats.sp != 0) 3880 if (food->stats.sp != 0)
3668 { 3881 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 3882 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 3883 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3884 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 3885 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 3886 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 3887 who->stats.sp = 0;
3675 } 3888 }
3676 else 3889 else
3677 { 3890 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3891 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 3892 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 3893 /* place limit on max sp from food? */
3681 } 3894 }
3682 } 3895 }
3896
3683 who->update_stats (); 3897 who->update_stats ();
3684} 3898}
3685 3899
3686/**
3687 * Designed primarily to light torches/lanterns/etc.
3688 * Also burns up burnable material too. First object in the inventory is
3689 * the selected object to "burn". -b.t.
3690 */
3691void
3692apply_lighter (object *who, object *lighter)
3693{
3694 object *item;
3695 int is_player_env = 0;
3696
3697 item = find_marked_object (who);
3698 if (item)
3699 {
3700 if (lighter->last_eat && lighter->stats.food)
3701 { /* lighter gets used up */
3702 /* Split multiple lighters if they're being used up. Otherwise *
3703 * one charge from each would be used up. --DAMN */
3704 if (lighter->nrof > 1)
3705 {
3706 object *oneLighter = lighter->clone ();
3707
3708 lighter->nrof -= 1;
3709 oneLighter->nrof = 1;
3710 oneLighter->stats.food--;
3711 esrv_send_item (who, lighter);
3712 oneLighter = insert_ob_in_ob (oneLighter, who);
3713 esrv_send_item (who, oneLighter);
3714 }
3715 else
3716 lighter->stats.food--;
3717 }
3718 else if (lighter->last_eat)
3719 { /* no charges left in lighter */
3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3721 return;
3722 }
3723
3724 /* Perhaps we should split what we are trying to light on fire?
3725 * I can't see many times when you would want to light multiple
3726 * objects at once.
3727 */
3728
3729 if (who == item->in_player ())
3730 is_player_env = 1;
3731
3732 save_throw_object (item, AT_FIRE, who);
3733
3734 if (item->destroyed ())
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3737 /* Need to update the player so that the players glow radius
3738 * gets changed.
3739 */
3740 if (is_player_env)
3741 who->update_stats ();
3742 }
3743 else
3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3745 }
3746 else /* nothing to light */
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3748
3749}
3750 3900
3751/** 3901/**
3752 * 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.
3753 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3754 */ 3904 */
3760 3910
3761 if (failure <= -1 && failure > -15) 3911 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3912 { /* wonder */
3763 object *tmp; 3913 object *tmp;
3764 3914
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3918 tmp->destroy ();
3769 } 3919 }
3770 else if (failure <= -15 && failure > -35) 3920 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */ 3921 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3922 op->failmsg ("Your mana is drained!");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0) 3924 if (op->stats.sp < 0)
3775 op->stats.sp = 0; 3925 op->stats.sp = 0;
3776 } 3926 }
3777 else if (settings.spell_failure_effects == TRUE) 3927 else if (settings.spell_failure_effects == TRUE)
3778 { 3928 {
3779 if (failure <= -35 && failure > -60) 3929 if (failure <= -35 && failure > -60)
3780 { /* confusion */ 3930 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3931 op->failmsg ("The magic recoils on you!");
3782 confuse_player (op, op, power); 3932 confuse_player (op, op, power);
3783 } 3933 }
3784 else if (failure <= -60 && failure > -70) 3934 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */ 3935 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3787 paralyze_player (op, op, power); 3937 paralyze_player (op, op, power);
3788 } 3938 }
3789 else if (failure <= -70 && failure > -80) 3939 else if (failure <= -70 && failure > -80)
3790 { /* blind */ 3940 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3941 op->failmsg ("The magic recoils on you!");
3792 blind_player (op, op, power); 3942 blind_player (op, op, power);
3793 } 3943 }
3794 else if (failure <= -80) 3944 else if (failure <= -80)
3795 { /* blast the immediate area */ 3945 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3947 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3801 tmp->destroy (); 3949 tmp->destroy ();
3802 } 3950 }
3803 } 3951 }
3804} 3952}
3805 3953
3825 */ 3973 */
3826 int i, j; 3974 int i, j;
3827 3975
3828 for (i = 0; i < NUM_STATS; i++) 3976 for (i = 0; i < NUM_STATS; i++)
3829 { 3977 {
3830 sint8 stat = get_attr_value (stats, i); 3978 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3980
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3981 if (stat > 20 + race_bonus)
3835 { 3982 {
3836 excess_stat++; 3983 excess_stat++;
3837 stat = 20 + race_bonus; 3984 stat = 20 + race_bonus;
3838 } 3985 }
3839 set_attr_value (stats, i, stat); 3986
3987 stats->stat (i) = stat;
3840 } 3988 }
3841 3989
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3991 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3992 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 3993
3848 if (i == CHA) 3994 if (i == CHA)
3849 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);
3850 if (stat < 20 + race_bonus) 3999 if (stat < 20 + race_bonus)
3851 { 4000 {
3852 change_attr_value (stats, i, 1); 4001 change_attr_value (stats, i, 1);
3853 excess_stat--; 4002 excess_stat--;
3854 } 4003 }
3855 } 4004 }
3856 4005
3857 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 4007 * the player ref: player.c
3859 */ 4008 */
3860 if (change->randomitems != NULL) 4009 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3862
3863 4011
3864 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3865 4013
3866 /* first, look for the force object banning 4014 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3868 */ 4016 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 4019 flag_change_face = 0;
3872 4020
3873 if (flag_change_face) 4021 if (flag_change_face)
3874 { 4022 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4023 pl->face = change->face;
3877 4024 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4026 }
3883 4027
3884 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3885 /*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); */
3886 if (!strcmp (change->name, "monk")) 4030 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3888 4032
3889 break; 4033 break;
3890 } 4034 }
3891 } 4035 }
3912 char got[MAX_BUF]; 4056 char got[MAX_BUF];
3913 int len; 4057 int len;
3914 4058
3915 if (!pl || !transformer) 4059 if (!pl || !transformer)
3916 return; 4060 return;
4061
3917 marked = find_marked_object (pl); 4062 marked = find_marked_object (pl);
4063
3918 if (!marked) 4064 if (!marked)
3919 { 4065 {
3920 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)));
3921 return; 4067 return;
3922 } 4068 }
4069
3923 if (!marked->slaying) 4070 if (!marked->slaying)
3924 { 4071 {
3925 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)));
3926 return; 4073 return;
3927 } 4074 }
4075
3928 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4079 {
3932 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)));
3933 return; 4081 return;
3934 } 4082 }
4083
3935 find += strlen (transformer->arch->name) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
3936 /* 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 */
3937 if (isdigit (*(find))) 4086 if (isdigit (*(find)))
3938 { 4087 {
3939 yield = atoi (find); 4088 yield = atoi (find);
3940 if (yield < 1) 4089 if (yield < 1)
3946 else 4095 else
3947 yield = 1; 4096 yield = 1;
3948 4097
3949 while (isdigit (*find)) 4098 while (isdigit (*find))
3950 find++; 4099 find++;
4100
3951 while (*find == ' ') 4101 while (*find == ' ')
3952 find++; 4102 find++;
4103
3953 memset (got, 0, MAX_BUF); 4104 memset (got, 0, MAX_BUF);
4105
3954 if ((separator = strchr (find, ';')) != NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4107 len = separator - find;
3957 }
3958 else 4108 else
3959 {
3960 len = strlen (find); 4109 len = strlen (find);
3961 } 4110
3962 if (len > MAX_BUF - 1) 4111 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4112 len = MAX_BUF - 1;
4113
3964 strcpy (got, find); 4114 strcpy (got, find);
3965 got[len] = '\0'; 4115 got[len] = '\0';
3966 4116
3967 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4118 new_item = get_archetype (got);
3969 if (!new_item) 4119 if (!new_item)
3970 { 4120 {
3971 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)));
3972 return; 4122 return;
3973 } 4123 }
3974 4124
3975 new_item->nrof = yield; 4125 new_item->nrof = yield;
4126
3976 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)));
3977 insert_ob_in_ob (new_item, pl); 4128
3978 esrv_send_inventory (pl, pl); 4129 pl->insert (new_item);
3979 /* Eat up one item */ 4130 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4131 marked->decrease ();
4132
3981 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4134 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4135 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4136 transformer->decrease ();
3985} 4137}
4138

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