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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.26 by root, Wed Sep 13 23:41:47 2006 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: apply.C,v 1.26 2006/09/13 23:41:47 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
24
25#include <cmath>
29 26
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <tod.h> 31#include <tod.h>
35 32
36#ifndef __CEXTRACT__
37# include <sproto.h> 33#include <sproto.h>
38#endif
39 34
40/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
41#include <sounds.h> 36#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 37
46/** 38/**
47 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
48 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
49 */ 41 */
62 * subtype 5: arch or race 54 * subtype 5: arch or race
63 * subtype 7: all three 55 * subtype 7: all three
64 */ 56 */
65 if (op->subtype) 57 if (op->subtype)
66 { 58 {
67 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
68 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
69 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
70 } 62 }
71 else 63 else
72 { 64 {
73 arch_flag = 1; 65 arch_flag = 1;
74 name_flag = 1; 66 name_flag = 1;
75 race_flag = 1; 67 race_flag = 1;
76 } 68 }
69
77 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
78 * name or race that matches. 71 * name or race that matches.
79 */ 72 */
80 if ((op->race) && 73 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 77 return 1;
86 } 78
87 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 80 * of arch, name, or race match.
89 */ 81 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 85 return 1;
95 } 86
96 return 0; 87 return 0;
97} 88}
98 89
99/** 90/**
100 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
102 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
103 */ 94 */
104static int 95static int
105apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
106{ 97{
107 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
108 int success = 0;
109 99
110 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
111 return 0; 101 return 0;
112 102
113 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
114 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
115 */ 105 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
117 return 0; 107 return 0;
118 108
119 marked = find_marked_object (pl);
120 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
121 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
122 */ 111 */
112 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 114 {
125 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
126 { 116 {
127 identify (marked); 117 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
129 if (marked->msg) 120 if (marked->msg)
130 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
133 } 124 }
134 return money == NULL;
135 } 125 }
136 }
137 126
138 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
139 { 128 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 130 {
142 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
143 { 132 {
144 identify (id); 133 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
146 if (id->msg) 136 if (id->msg)
147 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
154 break; 141 break;
155 } 142 }
156 else 143 else
157 { 144 {
158 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
159 break; 146 break;
160 } 147 }
161 } 148 }
162 } 149 }
163 if (!success) 150
164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
165 return money == NULL; 156 return !money;
166} 157}
167 158
168/** 159/**
169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
170 * matching item. 161 * matching item.
171 **/ 162 **/
172static void 163void
173handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
174{ 165{
175 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
176 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195} 168}
196 169
197/** 170/**
198 * Handles applying a potion. 171 * Handles applying a potion.
199 */ 172 */
201apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
202{ 175{
203 int got_one = 0, i; 176 int got_one = 0, i;
204 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
205 178
206 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
207 180
208 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
209 { 182 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 186 return 0;
214 } 187 }
215 188
216 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 191 identify (tmp);
220 }
221 192
222 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
223 194
224 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 198 object *depl;
228 archetype *at; 199 archetype *at;
229 200
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 202 {
232 drain_stat (op); 203 op->drain_stat ();
233 fix_player (op); 204 op->update_stats ();
234 decrease_ob (tmp); 205 tmp->decrease ();
235 return 1; 206 return 1;
236 } 207 }
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208
209 if (!(at = archetype::find (shstr_depletion)))
238 { 210 {
239 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 212 return 0;
241 } 213 }
214
242 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
243 if (depl != NULL) 217 if (depl)
244 { 218 {
245 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
247 { 221 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
249 } 223 depl->destroy ();
250 remove_ob (depl); 224 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 225 }
254 else 226 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
256 228
257 decrease_ob (tmp); 229 tmp->decrease ();
258 return 1; 230 return 1;
259 } 231 }
260 232
261 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 235 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
266 { 237 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 239 {
269 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
270 { 241 {
271 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
272 break; 243 break;
273 } 244 }
245
274 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
275 { 247 {
276 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
277 break; 249 break;
278 } 250 }
251
279 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
280 { 253 {
281 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
282 break; 255 break;
283 } 256 }
287 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
288 { 261 {
289 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
290 break; 263 break;
291 } 264 }
265
292 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
293 { 267 {
294 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
295 break; 269 break;
296 } 270 }
271
297 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
298 { 273 {
299 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
300 break; 275 break;
301 } 276 }
302 } 277 }
303 } 278 }
279
304 /* Just makes checking easier */ 280 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
306 got_one = 1; 282 got_one = 1;
283
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 285 {
309 if (got_one) 286 if (got_one)
310 { 287 {
311 fix_player (op); 288 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
315 } 292 }
316 else 293 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
318 } 295 }
319 else 296 else
320 { /* cursed potion */ 297 { /* cursed potion */
321 if (got_one) 298 if (got_one)
322 { 299 {
323 fix_player (op); 300 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
325 } 302 }
326 else 303 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
328 } 305 }
306
329 decrease_ob (tmp); 307 tmp->decrease ();
330 return 1; 308 return 1;
331 } 309 }
332 310
333 311
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
338 */ 316 */
339 if (tmp->inv) 317 if (tmp->inv)
340 { 318 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 320 {
343 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
344 322 create_exploding_ball_at (op, op->level);
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
346 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x;
351 fball->y = op->y;
352 insert_ob_in_map (fball, op->map, NULL, 0);
353 } 323 }
354 else 324 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 326
357 decrease_ob (tmp); 327 tmp->decrease ();
328
358 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 331 op->update_stats ();
332
361 return 1; 333 return 1;
362 } 334 }
363 335
364 /* Deal with protection potions */ 336 /* Deal with protection potions */
365 force = NULL; 337 force = NULL;
367 { 339 {
368 if (tmp->resist[i]) 340 if (tmp->resist[i])
369 { 341 {
370 if (!force) 342 if (!force)
371 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
375 } 348 }
376 } 349 }
350
377 /* This is a protection potion */ 351 /* This is a protection potion */
378 if (force) 352 if (force)
379 { 353 {
380 /* cursed items last longer */ 354 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 357 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 361 }
362
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
404 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
406 } 384 }
407 385
408 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 389 * up all the stats.
412 */ 390 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 392 op->update_stats ();
415 decrease_ob (tmp); 393 tmp->decrease ();
416 return 1; 394 return 1;
417} 395}
418 396
419/**************************************************************************** 397/****************************************************************************
420 * Weapon improvement code follows 398 * Weapon improvement code follows
421 ****************************************************************************/ 399 ****************************************************************************/
422 400
423/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
424 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
425 */ 418 */
426static int 419static int
427check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
428{ 421{
429 int count = 0; 422 int count = 0;
430 423
431 424 if (!item)
432 if (item == NULL)
433 return 0; 425 return 0;
434 op = op->below; 426
435 while (op != NULL) 427 for (op = op->below; op; op = op->below)
436 { 428 if (op->arch->archname == item)
437 if (strcmp (op->arch->name, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 } 432
447 }
448 op = op->below;
449 }
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
454 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op != NULL) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
464
481 op = prev; 465 op = prev;
482 } 466 }
467
483 prev = op; 468 prev = op;
484 op = op->below; 469 op = op->below;
485 } 470 }
486} 471}
487 472
488/** 473/**
489 * This checks to see of the player (who) is sufficient level to use a weapon
490 * with improvs improvements (typically last_eat). We take an int here
491 * instead of the object so that the improvement code can pass along the
492 * increased value to see if the object is usuable.
493 * we return 1 (true) if the player can use the weapon.
494 */
495static int
496check_weapon_power (const object *who, int improvs)
497{
498
499/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level.
502 */
503#if 1
504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
507 return 0;
508
509#else
510 int level = 0;
511
512 /* The skill system hands out wc and dam bonuses to fighters
513 * more generously than the old system (see fix_player). Thus
514 * we need to curtail the power of player enchanted weapons.
515 * I changed this to 1 improvement per "fighter" level/5 -b.t.
516 * Note: Nothing should break by allowing this ratio to be different or
517 * using normal level - it is just a matter of play balance.
518 */
519 if (who->type == PLAYER)
520 {
521 object *wc_obj = NULL;
522
523 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
525 level = wc_obj->level;
526
527 if (!level)
528 {
529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
534 level = who->level;
535
536 return (improvs <= ((level / 5) + 5));
537#endif
538}
539
540/**
541 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
542 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
543 */ 476 */
544static int 477static int
545check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
546{ 479{
547 int count = 0; 480 int count = 0;
548 481
549 if (improver->slaying != NULL) 482 if (improver->slaying)
550 { 483 {
551 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
552 if (count < 1) 485 if (count < 1)
553 { 486 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 488 return 0;
559 } 489 }
560 } 490 }
561 else 491 else
562 count = 1; 492 count = 1;
565} 495}
566 496
567/** 497/**
568 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
569 */ 499 */
570int 500static int
571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 502{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 503 stat += sacrifice_count;
576 weapon->last_eat++; 504 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
578 decrease_ob (improver);
579 506
580 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
581 fix_player (op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
582 return 1; 516 return 1;
583} 517}
584 518
585/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 524#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 526#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 529#define IMPROVE_INT 10
596#define IMPROVE_POW 11 530#define IMPROVE_POW 11
597
598 531
599/** 532/**
600 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
602 */ 535 */
603 536static int
604int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
610 if (weapon->level != 0) 542 if (weapon->level != 0)
611 { 543 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
613 return 0; 545 return 0;
614 } 546 }
547
615 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 549 if (weapon->resist[i])
617 break; 550 break;
618 551
619 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
626 { 559 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
628 return 0; 563 return 0;
629 } 564 }
565
630 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
632 return 0; 568 return 0;
569
633 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
636 572
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
638 578
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 582 slot at once! */
643 decrease_ob (improver); 583 improver->decrease ();
644 weapon->last_eat = 0; 584 weapon->last_eat = 0;
645 return 1; 585 return 1;
646} 586}
647
648 587
649/** 588/**
650 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
651 * This is the new improve weapon code. 590 * This is the new improve weapon code.
652 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
655 * 594 *
656 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
657 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
658 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
659 */ 598 */
660int 599static int
661improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
662{ 601{
663 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
664 603
665 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
668 } 606
669 if (weapon->level == 0) 607 if (weapon->level == 0)
670 { 608 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
672 return 0; 612 return 0;
673 } 613 }
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
675 { 617 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 619 return 0;
678 } 620 }
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
680 { 624 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
684 return 0; 628 return 0;
685 } 629 }
630
686 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved. 634 * weapon can be improved.
690 */ 635 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 637 {
693 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
696 weapon->last_eat++; 641 weapon->last_eat++;
697 642
698 weapon->item_power++; 643 weapon->item_power++;
699 decrease_ob (improver); 644 improver->decrease ();
700 return 1; 645 return 1;
701 } 646 }
647
702 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 649 {
704 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 652 if (weapon->weight < 1)
707 weapon->weight = 1; 653 weapon->weight = 1;
654
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
709 weapon->last_eat++; 656 weapon->last_eat++;
710 weapon->item_power++; 657 weapon->item_power++;
711 decrease_ob (improver); 658 improver->decrease ();
712 return 1; 659 return 1;
713 } 660 }
661
714 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 663 {
716 weapon->magic++; 664 weapon->magic++;
717 weapon->last_eat++; 665 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
719 decrease_ob (improver); 667 improver->decrease ();
720 weapon->item_power++; 668 weapon->item_power++;
721 return 1; 669 return 1;
722 } 670 }
723 671
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
729 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
730 678
731 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
733 { 681 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
735 return 0; 683 return 0;
736 } 684 }
685
737 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 687 weapon->item_power++;
739 688
740 switch (improver->stats.sp) 689 switch (improver->stats.sp)
741 { 690 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
756 default: 698 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
758 } 700 }
701
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 703 return 0;
761} 704}
762 705
763/** 706/**
764 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
765 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
766 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
767 */ 710 */
768int 711static int
769check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
770{ 713{
771 object *otmp; 714 object *otmp;
772 715
773 if (op->type != PLAYER) 716 if (op->type != PLAYER)
774 return 0; 717 return 0;
718
775 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
776 { 720 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 722 return 0;
779 } 723 }
724
780 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
781 if (!otmp) 727 if (!otmp)
782 { 728 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
784 return 0; 730 return 0;
785 } 731 }
732
786 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 734 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
789 return 0; 736 return 0;
790 } 737 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
792 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
794 return 1; 743 return 1;
795} 744}
796 745
814 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
815 * the users level or 90) 764 * the users level or 90)
816 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
817 * changing of physical area right now. 766 * changing of physical area right now.
818 */ 767 */
819int 768static int
820improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
821{ 770{
822 object *tmp; 771 object *tmp;
823 772
824 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
825 { 774 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
827 return 0; 776 return 0;
828 } 777 }
778
829 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
830 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
831 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
832 * of gnarg and what not?) 782 * of gnarg and what not?)
833 */ 783 */
834 if (armour->title) 784 if (armour->title)
835 { 785 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 787 return 0;
838 } 788 }
839 789
840 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
842 */ 792 */
843 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847 794
848 armour->magic++; 795 armour->magic++;
849 796
850 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
851 { 798 {
856 { 803 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 805 pow++;
859 } 806 }
860 807
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 809 }
863 else 810 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 812
866 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
867 { 814 {
868 int base = 100; 815 int base = 100;
869 int pow = 0; 816 int pow = 0;
872 { 819 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 821 pow++;
875 } 822 }
876 823
877 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
878 } 825 }
879 else 826 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 828
882 if (armour->weight <= 0) 829 if (armour->weight <= 0)
883 { 830 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 832 armour->weight = 1;
886 } 833 }
887 834
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 836
890 if (op->type == PLAYER) 837 if (op->type == PLAYER)
891 { 838 {
892 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 842 op->update_stats ();
895 } 843 }
896 decrease_ob (improver); 844
845 improver->decrease ();
846
897 if (tmp) 847 if (tmp)
898 { 848 op->insert (tmp);
899 insert_ob_in_ob (tmp, op); 849
900 esrv_send_item (op, tmp);
901 }
902 return 1; 850 return 1;
903} 851}
904
905 852
906/* 853/*
907 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
908 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
909 */ 856 *
910#define CONV_FROM(xyz) xyz->slaying
911#define CONV_TO(xyz) xyz->other_arch
912#define CONV_NR(xyz) xyz->stats.sp
913#define CONV_NEED(xyz) xyz->stats.food
914
915/* Takes one items and makes another. 857 * Takes one type of items and makes another.
916 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
917 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
918 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
919 */ 861 */
920int 862int
921convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
922{ 864{
923 int nr = 0; 865 sint64 nr = 0, price_in;
924 uint32 price_in; 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
925 874
926 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
927 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
928 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
929 */ 878 */
930 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
931 { 880 {
932 int cost;
933
934 if (item->type != MONEY) 881 if (item->type != MONEY)
935 return 0; 882 return 0;
936 883
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
938 if (!nr) 885 if (!nr)
939 return 0; 886 return 0;
940 cost = nr * CONV_NEED (converter) / item->value; 887
941 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
942 if (nr * CONV_NEED (converter) % item->value) 889
943 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
944 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
945 893
946 price_in = cost * item->value; 894 price_in = cost * item->value;
947 } 895 }
948 else 896 else
949 { 897 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
952 return 0; 901 return 0;
953 902
954 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
955 { 906 {
956 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
958 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
959 } 910 }
960 else 911 else
961 { 912 {
962 price_in = item->value; 913 price_in = item->value;
963 remove_ob (item); 914 item->destroy ();
964 free_object (item);
965 } 915 }
966 } 916 }
967 917
968 if (converter->inv != NULL) 918 if (converter->inv)
969 { 919 {
970 object *ob; 920 object *ob;
971 int i; 921 int i;
972 object *ob_to_copy; 922 object *ob_to_copy;
973 923
974 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 928 ob_to_copy = ob;
981 } 929
982 } 930 item = ob_to_copy->deep_clone ();
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 933 }
987 else 934 else
988 { 935 {
989 if (converter->other_arch == NULL) 936 if (!conv_to)
990 { 937 {
991 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
992 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 940 return -1;
994 } 941 }
995 942
996 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 945 }
999 946
1000 if (CONV_NR (converter)) 947 if (give)
1001 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
1002 if (nr) 950 if (nr)
1003 item->nrof *= nr; 951 item->nrof *= nr;
1004 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1005 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1006 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 965 {
1008 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1009 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1010
1011 /** 968 /**
1012 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1013 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1014 */ 971 */
1015 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1016 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1017 return 1; 980 return 1;
1018} 981}
1019 982
1020/** 983/**
1021 * Handle apply on containers. 984 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1023 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1024 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1025 */ 988 */
1026 989static int
1027int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 993 return 0; /* This might change */
1035 994
1036 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1037 { 996 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 998 return 0;
1040 } 999 }
1041 op->contr->last_used = NULL; 1000
1042 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1043 1002
1044 if (sack->env != op) 1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1045 { 1007 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container_ () == sack)
1047 { 1013 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1049 return 1; 1016 return 1;
1050 } 1017 }
1051 /* It's on the ground, the problems begin */ 1018 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1019 {
1066 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1067 { 1023 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1024
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1025 // fall through to opening it (active in inv)
1097 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1030 op->close_container ();
1099 { 1031 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1034 return 1;
1103 apply_container (op, tmp); 1035 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1105 op->container = sack; 1037 // it's locked?
1106 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1107 strcat (buf, "."); 1039 {
1108 } 1040 if (object *tmp = find_key (op, op, sack))
1109 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1042 else
1117 { 1043 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1045 return 1;
1154 } 1046 }
1155 }
1156 } 1047 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048
1158 if (op->contr) 1049 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1050
1160 return 1; 1051 return 1;
1161} 1052}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1053
1288/** 1054/**
1289 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1291 */ 1057 */
1294{ 1060{
1295 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1296 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1297 return 0; 1063 return 0;
1298 1064
1299 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1300 { 1066 {
1301 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1302 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1303 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1304 */ 1070 */
1305 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1306 { 1072 {
1307 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1076 * old maps.
1311 */ 1077 */
1312 1078
1313/* push_button (altar);*/ 1079/* push_button (altar);*/
1314 } 1080 }
1315 else 1081 else
1316 { 1082 {
1317 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1318 push_button (altar); 1084 push_button (altar, originator);
1319 } 1085 }
1320 1086
1321 return !sacrifice; 1087 return !sacrifice;
1322 } 1088 }
1323 else 1089 else
1338 double opinion; 1104 double opinion;
1339 object *tmp, *next; 1105 object *tmp, *next;
1340 1106
1341 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1342 1108
1343 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1344 { 1121 {
1345 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1346 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1347 * the shop. 1124 * the shop.
1348 */ 1125 */
1352 1129
1353 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1354 { 1131 {
1355 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1356 1133
1357 remove_ob (tmp);
1358
1359 if (i == -1) 1134 if (i >= 0)
1360 i = 0; 1135 tmp->move (i);
1361
1362 tmp->map = op->map;
1363 tmp->x = op->x + freearr_x[i];
1364 tmp->y = op->y + freearr_y[i];
1365 insert_ob_in_map (tmp, op->map, op, 0);
1366 } 1136 }
1367 } 1137 }
1368 1138
1369 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1370 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1373 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1374 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1375 */ 1145 */
1376 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1377 { 1147 {
1378
1379 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1380 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1381 1150
1382 if (i != -1) 1151 if (i != -1)
1383 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1384 1153
1385 return 0; 1154 return 0;
1386 } 1155 }
1156
1387 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1389 */ 1159 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1161 }
1392 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1393 { 1163 {
1394 /* this is only used for players */ 1164 /* this is only used for players */
1395 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1396 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1397 if (shop_mat->msg) 1174 if (shop_mat->msg)
1398 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1399 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1400 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1401 * actually the shop floor. 1178 * actually the shop floor.
1402 */ 1179 */
1403 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1404 { 1181 {
1405 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1406 1183
1407 if (opinion > 0.9) 1184 op->statusmsg (
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1409 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1411 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1413 else 1189 );
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1415 } 1190 }
1416 } 1191 }
1417 else 1192 else
1418 { 1193 {
1419 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1420 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1421 * they are not on the mat anymore 1196 * they are not on the mat anymore
1422 */ 1197 */
1423 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1424 1199
1425 if (i == -1) 1200 if (i == -1)
1426 {
1427 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1428 }
1429 else 1202 else
1430 { 1203 {
1431 remove_ob (op); 1204 op->remove ();
1432 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1433 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1434 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1435 } 1208 }
1436 } 1209 }
1443 * Handles applying a sign. 1216 * Handles applying a sign.
1444 */ 1217 */
1445static void 1218static void
1446apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1447{ 1220{
1448 readable_message_type *msgType; 1221 if (!op->is_player())
1449 char newbuf[HUGE_BUF]; 1222 return;
1450 1223
1451 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1452 { 1225 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1454 return; 1227 return;
1455 } 1228 }
1456 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1457 if (sign->stats.food) 1239 if (sign->stats.food)
1458 { 1240 {
1459 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1460 { 1242 {
1461 if (!sign->move_on) 1243 if (!sign->move_on)
1462 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1463 return; 1246 return;
1464 } 1247 }
1465 1248
1466 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1467 sign->last_eat++; 1250 sign->last_eat++;
1472 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1473 * to us). 1256 * to us).
1474 */ 1257 */
1475 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1476 { 1259 {
1477 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1478 return; 1261 return;
1479 } 1262 }
1480 msgType = get_readable_message_type (sign); 1263
1481 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1482 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1483} 1306}
1484 1307
1485/** 1308/**
1486 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1487 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1501 return; 1324 return;
1502 1325
1503 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1504 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1505 */ 1328 */
1506 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1507 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1508 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1509 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1510 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1511 */ 1334 */
1512 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1513 { 1336 {
1514 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1515 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1516 return; 1339 return;
1517 } 1340 }
1341
1518 recursion_depth++; 1342 recursion_depth++;
1519 if (trap->head) 1343 if (trap->head)
1520 trap = trap->head; 1344 trap = trap->head;
1521 1345
1522 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1523 goto leave;
1524
1525 switch (trap->type) 1347 switch (trap->type)
1526 { 1348 {
1527 case PLAYERMOVER: 1349 case PLAYERMOVER:
1528 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
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->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1529 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1530 if (!trap->stats.maxsp) 1423 if (!trap->value)
1531 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1532 1426
1533 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1534 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1535 */ 1442 */
1536 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1537 1444
1538 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1539 * above with some objects have zero speed, and thus the player 1446 {
1540 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1541 */ 1456 }
1542 if (victim->speed_left < -50.0) 1457 break;
1543 victim->speed_left = -50.0;
1544 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1545 } 1458 }
1546 goto leave;
1547 1459
1548 case SPINNER: 1460 case CONVERTER:
1549 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1550 {
1551 victim->direction = absdir (victim->direction - trap->stats.sp);
1552 update_turn_face (victim);
1553 }
1554 goto leave;
1555
1556 case DIRECTOR:
1557 if (victim->direction && !should_director_abort (trap, victim))
1558 {
1559 victim->direction = trap->stats.sp;
1560 update_turn_face (victim);
1561 }
1562 goto leave;
1563
1564 case BUTTON:
1565 case PEDESTAL:
1566 update_button (trap);
1567 goto leave;
1568
1569 case ALTAR:
1570 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator);
1572 goto leave;
1573
1574 case THROWN_OBJ:
1575 if (trap->inv == NULL)
1576 goto leave;
1577 /* fallthrough */
1578
1579 case ARROW:
1580 /* bad bug: monster throw a object, make a step forwards, step on object ,
1581 * trigger this here and get hit by own missile - and will be own enemy.
1582 * Victim then is his own enemy and will start to kill herself (this is
1583 * removed) but we have not synced victim and his missile. To avoid senseless
1584 * action, we avoid hits here
1585 */
1586 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1587 hit_with_arrow (trap, victim);
1588 goto leave;
1589
1590 case SPELL_EFFECT:
1591 apply_spell_effect (trap, victim);
1592 goto leave;
1593
1594 case TRAPDOOR:
1595 {
1596 int max, sound_was_played;
1597 object *ab, *ab_next;
1598
1599 if (!trap->value)
1600 { 1462 {
1601 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1602 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1603 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1604 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1605 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1606
1607 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1608 goto leave;
1609
1610 SET_ANIMATION (trap, trap->value);
1611 update_object (trap, UP_OBJ_FACE);
1612 } 1465 }
1613 1466
1614 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1615 { 1489 {
1616 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1617 * ab->above would be bogus 1491 * players output.
1618 */ 1492 */
1619 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1620 1495
1621 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1622 { 1497 victim->enter_exit (trap);
1623 if (!sound_was_played)
1624 {
1625 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1626 sound_was_played = 1;
1627 }
1628 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1629 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1630 }
1631 } 1498 }
1632 goto leave; 1499 break;
1633 }
1634 1500
1635
1636 case CONVERTER:
1637 if (convert_item (victim, trap) < 0)
1638 {
1639 object *op;
1640
1641 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1642
1643 op = get_archetype ("burnout");
1644 if (op != NULL)
1645 {
1646 op->x = trap->x;
1647 op->y = trap->y;
1648 insert_ob_in_map (op, trap->map, trap, 0);
1649 }
1650 }
1651 goto leave;
1652
1653 case TRIGGER_BUTTON:
1654 case TRIGGER_PEDESTAL:
1655 case TRIGGER_ALTAR:
1656 check_trigger (trap, victim);
1657 goto leave;
1658
1659 case DEEP_SWAMP:
1660 walk_on_deep_swamp (trap, victim);
1661 goto leave;
1662
1663 case CHECK_INV:
1664 check_inv (victim, trap);
1665 goto leave;
1666
1667 case HOLE:
1668 /* Hole not open? */
1669 if (trap->stats.wc > 0)
1670 goto leave;
1671
1672 /* Is this a multipart monster and not the head? If so, return.
1673 * Processing will happen if the head runs into the pit
1674 */
1675 if (victim->head)
1676 goto leave;
1677
1678 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1679 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1680 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1681 goto leave;
1682
1683 case EXIT:
1684 if (victim->type == PLAYER && EXIT_PATH (trap))
1685 {
1686 /* Basically, don't show exits leading to random maps the
1687 * players output.
1688 */
1689 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1690 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1691 enter_exit (victim, trap);
1692 }
1693 goto leave;
1694
1695 case ENCOUNTER: 1501 case ENCOUNTER:
1696 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1697 goto leave; 1503 break;
1698 1504
1699 case SHOP_MAT: 1505 case SHOP_MAT:
1700 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1701 goto leave; 1507 break;
1702 1508
1703 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1704 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1705 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1706 goto leave; 1512 break;
1707 1513
1708 case SIGN: 1514 case SIGN:
1709 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1710 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1711 1517
1712 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1713 goto leave; 1519 break;
1714 1520
1715 case CONTAINER: 1521 case CONTAINER:
1716 if (victim->type == PLAYER)
1717 (void) esrv_apply_container (victim, trap);
1718 else
1719 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1720 goto leave; 1523 break;
1721 1524
1722 case RUNE: 1525 case RUNE:
1723 case TRAP: 1526 case TRAP:
1724 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1725 {
1726 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1727 } 1529 break;
1728 goto leave;
1729 1530
1730 default: 1531 default:
1731 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1732 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1733 goto leave; 1534 break;
1734 } 1535 }
1735 1536
1736leave:
1737 recursion_depth--; 1537 recursion_depth--;
1738} 1538}
1739 1539
1740/** 1540/**
1741 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1746 int lev_diff; 1546 int lev_diff;
1747 object *skill_ob; 1547 object *skill_ob;
1748 1548
1749 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1750 { 1550 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1752 return; 1552 return;
1753 } 1553 }
1554
1754 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1755 { 1556 {
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1757 return; 1558 return;
1758 } 1559 }
1759 1560
1760 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1761 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1762 if (!skill_ob) 1563 if (!skill_ob)
1763 { 1564 {
1764 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1765 return; 1566 return;
1766 } 1567 }
1568
1767 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1768 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1769 { 1571 {
1770 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1772 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1774 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1776 else if (lev_diff < 8)
1777 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1778 else if (lev_diff < 15)
1779 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1780 else
1781 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1782 return; 1578 return;
1783 } 1579 }
1784 1580
1785 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1786 1582
1787 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1788 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1789 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1790 1586
1791 /* gain xp from reading */ 1587 /* gain xp from reading */
1792 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1793 { /* only if not read before */ 1589 { /* only if not read before */
1794 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1591
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1797 { 1593 {
1798 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1799 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1800 /* If in a container, update how it looks */ 1596
1801 if (tmp->env) 1597 if (object *pl = tmp->visible_to ())
1802 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1803 else
1804 op->contr->socket.update_look = 1;
1805 } 1599 }
1600
1806 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1807 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1808 } 1603 }
1809} 1604}
1810 1605
1811/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1812 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1813 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1814 */ 1662 */
1815static void 1663static void
1816apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1817{ 1665{
1818 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1819 { 1667 {
1820 case 0: 1668 case 0:
1821 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1823 return; 1671 break;
1824 1672
1825 case 1: 1673 case 1:
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1827 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1828 return; 1677 break;
1829 1678
1830 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1832 decrease_ob (tmp);
1833 return; 1683 break;
1834 } 1684 }
1835} 1685}
1836 1686
1837/** 1687/**
1838 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1858 return; 1708 return;
1859 } 1709 }
1860 return; 1710 return;
1861 } 1711 }
1862 1712
1863 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1864 tmp = get_object (); 1714
1865 copy_object (spell, tmp); 1715 tmp = spell->clone ();
1866 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1867 1717
1868 if (special_prayer) 1718 if (special_prayer)
1869 {
1870 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1871 }
1872 1720
1873 esrv_add_spells (op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1874} 1722}
1875 1723
1876/** 1724/**
1890 { 1738 {
1891 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1892 return; 1740 return;
1893 } 1741 }
1894 1742
1895 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1896 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1897 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1898 remove_ob (spob); 1746 spob->destroy ();
1899 free_object (spob);
1900} 1747}
1901 1748
1902/** 1749/**
1903 * Handles player applying a spellbook. 1750 * Handles player applying a spellbook.
1904 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1751 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1909{ 1756{
1910 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1911 1758
1912 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1913 { 1760 {
1914 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1915 return; 1762 return;
1916 } 1763 }
1917 1764
1918 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1919 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1920 * legacy spellbooks 1767 * legacy spellbooks
1921 */ 1768 */
1922
1923 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1924 { 1770 {
1925 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1926 if (!spell) 1772 if (!spell)
1927 { 1773 {
1928 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1929 return; 1775 return;
1930 } 1776 }
1931 else 1777 else
1932 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1933 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1934 } 1781 }
1935 1782
1936 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1937 1784
1938 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1939 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1940 if (!skop) 1787 if (!skop)
1941 { 1788 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1943 return; 1790 return;
1944 } 1791 }
1945 1792
1946 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1947 if (!spell) 1795 if (!spell)
1948 { 1796 {
1949 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1950 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1951 return; 1799 return;
1952 } 1800 }
1953 if (spell->level > (skop->level + 10)) 1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1954 { 1804 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1956 return; 1807 return;
1957 } 1808 }
1958 1809
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1960 1811
1961 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1962 {
1963 identify (tmp); 1813 identify (tmp);
1964 if (tmp->env)
1965 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1966 else
1967 op->contr->socket.update_look = 1;
1968 }
1969 1814
1970 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1971 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1972 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1973 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1974 */ 1819 */
1975 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1976 { 1821 {
1977 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1978 return; 1823 return;
1979 } 1824 }
1980 1825
1981 if (spell->skill) 1826 if (spell->skill)
1982 { 1827 {
1983 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1984 1829
1985 if (!spell_skill) 1830 if (!spell_skill)
1986 { 1831 {
1987 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1988 return; 1833 return;
1989 } 1834 }
1990 1835
1991 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1992 { 1837 {
1993 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1994 return; 1839 return;
1995 } 1840 }
1996 } 1841 }
1997 1842
1998 /* Logic as follows 1843 /* Logic as follows
2007 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2008 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2009 */ 1854 */
2010 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2011 { 1856 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
2013 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2014 } 1859 }
2015 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2016 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2017 { 1862 {
2018 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2019 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2020 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2021 1865
2022 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2023 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2024 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2025 } 1869 }
2026 else 1870 else
2027 { 1871 {
2028 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2029 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2030 } 1874 }
2031 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2032} 1877}
2033 1878
2034/** 1879/**
2035 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2036 */ 1881 */
2039{ 1884{
2040 object *skop; 1885 object *skop;
2041 1886
2042 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2043 { 1888 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2045 return; 1890 return;
2046 } 1891 }
2047 1892
2048 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2049 { 1894 {
2050 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2051 return; 1896 return;
2052 } 1897 }
2053 1898
2054 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2055 { 1900 {
2061 */ 1906 */
2062 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2063 1908
2064 if (!skop) 1909 if (!skop)
2065 { 1910 {
2066 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2067 return; 1912 return;
2068 } 1913 }
2069 1914
2070 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2071 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2072 } 1917 }
2073 1918
2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2075 identify (tmp); 1920 identify (tmp);
2076 1921
2077 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2078
2079 1923
2080 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2081 decrease_ob (tmp); 1925 tmp->decrease ();
2082} 1926}
2083 1927
2084/** 1928/**
2085 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2086 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2087 * chest. 1931 * chest.
2088 */ 1932 */
2089static void 1933static void
2090apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2091{ 1935{
2092 object *treas;
2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2094
2095
2096 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2097 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2098 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2099 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2100 * treasure 1940 * treasure
2101 */ 1941 */
2102
2103 treas = tmp->inv; 1942 object *treas = tmp->inv;
2104 if (treas == NULL) 1943
1944 if (!treas)
2105 { 1945 {
2106 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2107 decrease_ob (tmp); 1947 tmp->decrease ();
2108 return; 1948 return;
2109 } 1949 }
1950
2110 while (tmp->inv) 1951 while (tmp->inv)
2111 { 1952 {
2112 treas = tmp->inv; 1953 treas = tmp->inv;
2113 1954 treas->remove ();
2114 remove_ob (treas);
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2116 1955
2117 treas->x = op->x; 1956 treas->x = op->x;
2118 treas->y = op->y; 1957 treas->y = op->y;
2119 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2120 1959
2121 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2122 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
2123 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2127 */ 1967 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1968 if (op->destroyed () || tmp->destroyed ())
2129 break; 1969 break;
2130 } 1970 }
2131 1971
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2133 decrease_ob (tmp); 1973 tmp->decrease (true);
2134
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2160 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2162 }
2163
2164 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2165 {
2166 char buf[MAX_BUF];
2167
2168 if (!is_dragon_pl (op))
2169 {
2170 /* eating message for normal players */
2171 if (tmp->type == DRINK)
2172 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2173 else
2174 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2175 }
2176 else
2177 {
2178 /* eating message for dragon players */
2179 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2180 }
2181
2182 new_draw_info (NDI_UNIQUE, 0, op, buf);
2183 capacity_remaining = 999 - op->stats.food;
2184 op->stats.food += tmp->stats.food;
2185 if (capacity_remaining < tmp->stats.food)
2186 op->stats.hp += capacity_remaining / 50;
2187 else
2188 op->stats.hp += tmp->stats.food / 50;
2189 if (op->stats.hp > op->stats.maxhp)
2190 op->stats.hp = op->stats.maxhp;
2191 if (op->stats.food > 999)
2192 op->stats.food = 999;
2193 }
2194
2195 /* special food hack -b.t. */
2196 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2197 eat_special_food (op, tmp);
2198 }
2199 }
2200 handle_apply_yield (tmp);
2201 decrease_ob (tmp);
2202} 1974}
2203 1975
2204/** 1976/**
2205 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2206 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2209 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2210 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2211 * return: 1983 * return:
2212 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2213 */ 1985 */
2214int 1986static int
2215dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2216{ 1988{
2217 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2218 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2219 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2220 1992
2221 char buf[MAX_BUF]; /* tmp. string buffer */
2222 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2223 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2224 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2225 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2226 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2231 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2232 return 0; 2003 return 0;
2233 2004
2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2235 from the player's inventory */ 2006 from the player's inventory */
2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2237 {
2238 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2239 { 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2241 skin = tmp; 2010 skin = tmp;
2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2243 abil = tmp; 2012 abil = tmp;
2244 }
2245 }
2246 2013
2247 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2248 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2249 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2250 return 0; 2017 return 0;
2252 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2253 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2254 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2255 else 2022 else
2256 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2257 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2258 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2259 2027
2260 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2261 2029
2262 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2263 2031
2264 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2265 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2275 2043
2276 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2277 flesh is too rare */ 2045 flesh is too rare */
2278 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2279 2047
2280 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2281 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2282 2050
2283 if (chance >= 0.) 2051 if (chance >= 0.)
2284 chance += 1.; 2052 chance += 1.;
2285 else 2053 else
2286 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2287 2055
2288 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2289 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2290 2058
2291 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2292 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2293 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2294 2062
2295 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2296 if (RANDOM () % 10000 < (int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2297 { 2065 {
2298 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2299 winners++; 2067 winners++;
2300 } 2068 }
2301 2069
2306 } 2074 }
2307 } 2075 }
2308 2076
2309 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2310 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2311 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2312 if (totalchance > 50.) 2082 if (totalchance > 50.)
2313 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2314 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2315 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2316 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2317 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2318 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2319 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2320 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2321 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2322 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2323 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2324 else 2094 else
2325 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2326 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2327 2098
2328 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2329 i = -1; 2100 i = -1;
2330 if (winners > 0) 2101 if (winners > 0)
2331 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2332 2103
2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 { 2105 {
2335 /* resistance increased! */ 2106 /* resistance increased! */
2336 skin->resist[i]++; 2107 skin->resist[i]++;
2337 fix_player (op); 2108 op->update_stats ();
2338 2109
2339 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2341 } 2111 }
2342 2112
2343 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2344 into the ability_force and it will take effect on next level */ 2114 into the ability_force and it will take effect on next level */
2345 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2346 { 2116 {
2347 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2348 2118
2349 if (meal->last_eat != abil->stats.exp) 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2350 { 2125 ));
2351 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 }
2356 else 2126 else
2357 { 2127 {
2358 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2359 new_draw_info (NDI_UNIQUE, 0, op, buf);
2360 abil->last_eat = 0; 2129 abil->last_eat = 0;
2361 } 2130 }
2362 } 2131 }
2132
2363 return 1; 2133 return 1;
2364} 2134}
2365 2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2366static void 2140static void
2367apply_savebed (object *pl) 2141apply_food (object *op, object *tmp)
2368{ 2142{
2369#ifndef COZY_SERVER 2143 int capacity_remaining;
2370 if (!pl->contr->name_changed || !pl->stats.exp) 2144
2371 { 2145 if (op->type != PLAYER)
2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2146 op->stats.hp = op->stats.maxhp;
2373 return; 2147 else
2374 } 2148 {
2375#endif 2149 /* check if this is a dragon (player), eating some flesh */
2376 INVOKE_PLAYER (LOGOUT, pl->contr); 2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2377 /* Need to call terminate_all_pets() before we remove the player ob */ 2151 ;
2378 terminate_all_pets (pl); 2152 else
2379 remove_ob (pl); 2153 {
2380 pl->direction = 0; 2154 /* usual case - no dragon meal: */
2381 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2382 2162
2383 /* update respawn position */ 2163 tmp->play_sound (
2384 strcpy (pl->contr->savebed_map, pl->map->path); 2164 tmp->sound
2385 pl->contr->bed_x = pl->x; 2165 ? tmp->sound
2386 pl->contr->bed_y = pl->y; 2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2387 2170
2388 strcpy (pl->contr->killer, "left"); 2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2389 check_score (pl); /* Always check score */ 2172 {
2390 (void) save_player (pl, 0); 2173 const char *buf;
2391 pl->map->players--; 2174
2392#if MAP_MAXTIMEOUT 2175 if (!is_dragon_pl (op))
2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2176 {
2394#endif 2177 /* eating message for normal players */
2395 play_again (pl); 2178 if (tmp->type == DRINK)
2396 pl->speed = 0; 2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2397 update_ob_speed (pl); 2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2398} 2210}
2399 2211
2400/** 2212/**
2401 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2402 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2404static void 2216static void
2405apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2406{ 2218{
2407 object *armor; 2219 object *armor;
2408 2220
2409 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2410 { 2222 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2412 return; 2224 return;
2413 } 2225 }
2226
2414 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2228
2415 if (!armor) 2229 if (!armor)
2416 { 2230 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2418 return; 2232 return;
2419 } 2233 }
2234
2420 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2421 && armor->type != CLOAK 2236 && armor->type != CLOAK
2422 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2423 { 2238 {
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2425 return; 2240 return;
2426 } 2241 }
2427 2242
2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2429 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2430} 2245}
2431 2246
2432 2247void
2433extern void
2434apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2435{ 2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2436 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2437 { 2256 {
2438 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2439 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2440 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2441 } 2260 }
2261
2442 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2443 { 2263 {
2444 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2445 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2446 } 2266 }
2267
2447 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2448 handle_apply_yield (tmp); 2269 poison->destroy ();
2449 decrease_ob (tmp);
2450} 2270}
2451 2271
2452/** 2272/**
2453 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2454 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2455 * -You can come back (there is another exit at the other side) 2275 * -You can come back (there is another exit at the other side)
2456 * -You are 2276 * -You are
2457 * ° the owner of the exit 2277 * ° the owner of the exit
2458 * ° or in the same party as the owner 2278 * ° or in the same party as the owner
2459 * 2279 *
2460 * Note: a owner in a 2 way exit is saved as the owner's name 2280 * Note: a owner in a 2 way exit is saved as the owner's name
2461 * in the field exit->name cause the field exit->owner doesn't 2281 * in the field exit->name cause the field exit->owner doesn't
2462 * survive in the swapping (in fact the whole exit doesn't survive). 2282 * survive in the swapping (in fact the whole exit doesn't survive).
2463 */ 2283 */
2464int 2284static int
2465is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2466{ 2286{
2467 object *tmp;
2468 object *exit_owner;
2469 player *pp;
2470 mapstruct *exitmap;
2471
2472 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2473 return 1; /*This is not a 2 way, so it is legal */ 2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at 2293#endif
2477 * all the exits in destination and try to find one with same path as 2294
2478 * the current exit's position */ 2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2296
2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2481 else 2298
2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap) 2299 if (exitmap)
2484 { 2300 {
2301 exitmap->load_sync ();
2302
2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2486 if (!tmp) 2305 if (!tmp)
2487 return 0; 2306 return 0;
2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2307
2308 for (; tmp; tmp = tmp->above)
2489 { 2309 {
2490 if (tmp->type != EXIT) 2310 if (tmp->type != EXIT)
2491 continue; /*Not an exit */ 2311 continue; /*Not an exit */
2312
2492 if (!EXIT_PATH (tmp)) 2313 if (!EXIT_PATH (tmp))
2493 continue; /*Not a valid exit */ 2314 continue; /*Not a valid exit */
2315
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */ 2317 continue; /*Not in the same place */
2318
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2319 if (exit->map->path != EXIT_PATH (tmp))
2497 continue; /*Not in the same map */ 2320 continue; /*Not in the same map */
2498 2321
2499 /* From here we have found the exit is valid. However we do 2322 /* From here we have found the exit is valid. However we do
2500 * here the check of the exit owner. It is important for the 2323 * here the check of the exit owner. It is important for the
2501 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2502 */ 2325 */
2503 if (!exit->race) 2326 if (!exit->race)
2504 return 1; /*No owner, free for all! */ 2327 return 1; /*No owner, free for all! */
2328
2505 exit_owner = NULL; 2329 object *exit_owner = 0;
2506 for (pp = first_player; pp; pp = pp->next) 2330
2331 for_all_players (pp)
2507 { 2332 {
2508 if (!pp->ob) 2333 if (!pp->ob)
2509 continue; 2334 continue;
2335
2510 if (pp->ob->name != exit->race) 2336 if (pp->ob->name != exit->race)
2511 continue; 2337 continue;
2338
2512 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2513 break; 2340 break;
2514 } 2341 }
2342
2515 if (!exit_owner) 2343 if (!exit_owner)
2516 return 0; /* No more owner */ 2344 return 0; /* No more owner */
2345
2517 if (exit_owner->contr == op->contr) 2346 if (exit_owner->contr == op->contr)
2518 return 1; /*It is your exit */ 2347 return 1; /*It is your exit */
2348
2519 if (exit_owner && /*There is a owner */ 2349 if (exit_owner && /*There is a owner */
2520 (op->contr) && /*A player tries to pass */ 2350 (op->contr) && /*A player tries to pass */
2521 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2522 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2523 return 0; 2353 return 0;
2354
2524 return 1; 2355 return 1;
2525 } 2356 }
2526 } 2357 }
2358
2527 return 0; 2359 return 0;
2528} 2360}
2529 2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420static void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457static void
2458player_apply_lamp_cursed_effect (object *who, object *op)
2459{
2460 if (op->level)
2461 {
2462 who->failmsg (format (
2463 "The %s was cursed, it explodes in a big fireball!",
2464 &op->name));
2465 create_exploding_ball_at (who, op->level);
2466 }
2467 else
2468 {
2469 who->failmsg (format (
2470 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471 &op->name));
2472 }
2473
2474 op->destroy ();
2475}
2476
2477/**
2478 * Apply for players and lamps
2479 *
2480 * who - the player
2481 * op - the lamp
2482 */
2483static void
2484player_apply_lamp (object *who, object *op)
2485{
2486 bool switch_on = op->glow_radius ? false : true;
2487
2488 if (switch_on)
2489 {
2490 object *lighter = 0;
2491
2492 if (op->flag [FLAG_IS_LIGHTABLE]
2493 && !(lighter = auto_apply_lighter (who, op, 0)))
2494 return;
2495
2496 if (op->stats.food < 1)
2497 {
2498 if (op->type == LAMP)
2499 who->failmsg (format (
2500 "The %s is out of fuel! "
2501 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502 &op->name));
2503 else
2504 who->failmsg (format (
2505 "The %s is burnt out! "
2506 "H<Torches and similar items burn out and become worthless.>",
2507 &op->name));
2508 return;
2509 }
2510
2511 if (op->flag [FLAG_CURSED])
2512 {
2513 player_apply_lamp_cursed_effect (who, op);
2514 return;
2515 }
2516
2517 if (lighter)
2518 who->statusmsg (format (
2519 "You light up the %s with the %s.", &op->name, &lighter->name));
2520 else
2521 who->statusmsg (format ("You light up the %s.", &op->name));
2522 }
2523 else
2524 {
2525 if (op->flag [FLAG_CURSED])
2526 {
2527 player_apply_lamp_cursed_effect (who, op);
2528 return;
2529 }
2530
2531 if (op->type == TORCH)
2532 {
2533 if (!op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 who->statusmsg (format (
2536 "You put out the %s. "
2537 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538 &op->name, &op->name));
2539 }
2540 else
2541 who->statusmsg (format (
2542 "You put out the %s."
2543 "H<Torches wear out if you put them out.>",
2544 &op->name));
2545 }
2546 else
2547 who->statusmsg (format ("You turn off the %s.", &op->name));
2548 }
2549
2550 apply_lamp (op, switch_on);
2551}
2552
2553void get_animation_from_arch (object *op, arch_ptr a)
2554{
2555 op->animation_id = a->animation_id;
2556 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558 op->anim_speed = a->anim_speed;
2559 op->last_anim = 0;
2560 op->state = 0;
2561 op->face = a->face;
2562
2563 if (NUM_ANIMATIONS(op) > 1)
2564 {
2565 SET_ANIMATION(op, 0);
2566 animate_object (op, op->direction);
2567 }
2568 else
2569 update_object (op, UP_OBJ_FACE);
2570}
2571
2572/**
2573 * Apply for LAMPs and TORCHes.
2574 *
2575 * op - the lamp
2576 * switch_on - a flag which says whether the lamp should be switched on or off
2577 */
2578void apply_lamp (object *op, bool switch_on)
2579{
2580 op->set_glow_radius (switch_on ? op->range : 0);
2581 op->set_speed (switch_on ? op->arch->speed : 0);
2582
2583 // torches wear out if you put them out
2584 if (op->type == TORCH && !switch_on)
2585 {
2586 if (op->flag [FLAG_IS_LIGHTABLE])
2587 {
2588 op->stats.food -= (double) op->arch->stats.food / 15;
2589 if (op->stats.food < 0)
2590 op->stats.food = 0;
2591 }
2592 else
2593 op->stats.food = 0;
2594 }
2595
2596 // lamps and torched get worthless when used up
2597 if (op->stats.food <= 0)
2598 op->value = 0;
2599
2600 // FIXME: This is a hack to make the more sane torches and lamps
2601 // still animated ;-/
2602 if (op->other_arch)
2603 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604
2605 if (object *pl = op->visible_to ())
2606 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607}
2608
2609/**
2610 * This handles items of type 'transformer'.
2611 * Basically those items, used with a marked item, transform both items into something
2612 * else.
2613 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614 * Change information is contained in the 'slaying' field of the marked item.
2615 * The format is as follow: transformer:[number ]yield[;transformer:...].
2616 * This way an item can be transformed in many things, and/or many objects.
2617 * The 'slaying' field for transformer is used as verb for the action.
2618 */
2619static void
2620apply_item_transformer (object *pl, object *transformer)
2621{
2622 object *marked;
2623 object *new_item;
2624 char *find;
2625 char *separator;
2626 int yield;
2627 char got[MAX_BUF];
2628 int len;
2629
2630 if (!pl || !transformer)
2631 return;
2632
2633 marked = find_marked_object (pl);
2634
2635 if (!marked)
2636 {
2637 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638 return;
2639 }
2640
2641 if (!marked->slaying)
2642 {
2643 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644 return;
2645 }
2646
2647 /* check whether they are compatible or not */
2648 find = strstr (&marked->slaying, transformer->arch->archname);
2649 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650 {
2651 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652 return;
2653 }
2654
2655 find += strlen (transformer->arch->archname) + 1;
2656 /* Item can be used, now find how many and what it yields */
2657 if (isdigit (*(find)))
2658 {
2659 yield = atoi (find);
2660 if (yield < 1)
2661 {
2662 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663 yield = 1;
2664 }
2665 }
2666 else
2667 yield = 1;
2668
2669 while (isdigit (*find))
2670 find++;
2671
2672 while (*find == ' ')
2673 find++;
2674
2675 memset (got, 0, MAX_BUF);
2676
2677 if ((separator = strchr (find, ';')) != NULL)
2678 len = separator - find;
2679 else
2680 len = strlen (find);
2681
2682 if (len > MAX_BUF - 1)
2683 len = MAX_BUF - 1;
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2530 2709
2531/** 2710/**
2532 * Main apply handler. 2711 * Main apply handler.
2533 * 2712 *
2534 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2536 * Return value: 2715 * Return value:
2537 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2538 * 1: has been applied, or there was an error applying the object 2717 * 1: has been applied, or there was an error applying the object
2539 * 2: objects of that type can't be applied if not in inventory 2718 * 2: objects of that type can't be applied if not in inventory
2540 * 2719 *
2541 * op is the object that is causing object to be applied, tmp is the object 2720 * who is the object that is causing object to be applied, op is the object
2542 * being applied. 2721 * being applied.
2543 * 2722 *
2544 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2545 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2546 */ 2725 */
2547
2548int 2726int
2549manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2550{ 2728{
2551 if (tmp->head) 2729 op = op->head_ ();
2552 tmp = tmp->head;
2553 2730
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2555 { 2732 {
2556 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2557 { 2734 {
2558 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2559 return 1; 2737 return 1;
2560 } 2738 }
2561 else 2739 else
2562 {
2563 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2564 }
2565 } 2741 }
2566 2742
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2568 return RESULT_INT (0); 2744 return RESULT_INT (0);
2569 2745
2570 switch (tmp->type) 2746 switch (op->type)
2571 { 2747 {
2572
2573 case CF_HANDLE: 2748 case T_HANDLE:
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2575 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2576 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2578 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2579 push_button (tmp); 2754 push_button (op, who);
2580 return 1; 2755 return 1;
2581 2756
2582 case TRIGGER: 2757 case TRIGGER:
2583 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2584 { 2759 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2586 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2587 } 2762 }
2588 else 2763 else
2589 { 2764 who->failmsg ("The handle doesn't move.");
2590 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2765
2591 }
2592 return 1; 2766 return 1;
2593 2767
2594 case EXIT: 2768 case EXIT:
2595 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2596 return 0; 2770 return 0;
2771
2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2598 { 2773 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)));
2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2600 }
2601 else 2774 else
2602 { 2775 {
2603 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2604 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2606 enter_exit (op, tmp); 2780 who->enter_exit (op);
2607 } 2781 }
2782
2608 return 1; 2783 return 1;
2609 2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2610 case SIGN: 2790 case SIGN:
2611 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2612 return 1; 2792 return 1;
2613 2793
2614 case BOOK: 2794 case BOOK:
2615 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2616 { 2796 {
2617 apply_book (op, tmp); 2797 apply_book (who, op);
2618 return 1; 2798 return 1;
2619 } 2799 }
2620 else 2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2621 { 2805 {
2622 return 0;
2623 }
2624
2625 case SKILLSCROLL:
2626 if (op->type == PLAYER)
2627 {
2628 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SPELLBOOK:
2634 if (op->type == PLAYER)
2635 {
2636 apply_spellbook (op, tmp);
2637 return 1;
2638 }
2639 return 0;
2640
2641 case SCROLL:
2642 apply_scroll (op, tmp, 0);
2643 return 1;
2644
2645 case POTION:
2646 (void) apply_potion (op, tmp);
2647 return 1;
2648
2649 /* Eneq(@csd.uu.se): Handle apply on containers. */
2650 case CLOSE_CON:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env);
2655 return 1;
2656
2657 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp);
2662 return 1;
2663
2664 case TREASURE:
2665 if (op->type == PLAYER)
2666 {
2667 apply_treasure (op, tmp);
2668 return 1; 2807 return 1;
2669 } 2808 }
2670 else 2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2671 { 2814 {
2815 apply_spellbook (who, op);
2672 return 0; 2816 return 1;
2673 } 2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2674 2852
2675 case WEAPON: 2853 case WEAPON:
2676 case ARMOUR: 2854 case ARMOUR:
2677 case BOOTS: 2855 case BOOTS:
2678 case GLOVES: 2856 case GLOVES:
2686 case WAND: 2864 case WAND:
2687 case ROD: 2865 case ROD:
2688 case HORN: 2866 case HORN:
2689 case SKILL: 2867 case SKILL:
2690 case BOW: 2868 case BOW:
2691 case LAMP:
2692 case BUILDER: 2869 case BUILDER:
2693 case SKILL_TOOL: 2870 case SKILL_TOOL:
2694 if (tmp->env != op) 2871 if (op->env != who)
2695 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2873
2696 (void) apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2697 return 1; 2875 return 1;
2698 2876
2699 case DRINK: 2877 case DRINK:
2700 case FOOD: 2878 case FOOD:
2701 case FLESH: 2879 case FLESH:
2702 apply_food (op, tmp); 2880 apply_food (who, op);
2703 return 1; 2881 return 1;
2704 2882
2705 case POISON: 2883 case POISON:
2706 apply_poison (op, tmp); 2884 apply_poison (who, op);
2707 return 1; 2885 return 1;
2708 2886
2709 case SAVEBED: 2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2711 { 2892 {
2712 apply_savebed (op); 2893 apply_armour_improver (who, op);
2713 return 1; 2894 return 1;
2714 } 2895 }
2715 else 2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2716 { 2905 {
2717 return 0; 2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2718 } 2915 ));
2719
2720 case ARMOUR_IMPROVER:
2721 if (op->type == PLAYER)
2722 {
2723 apply_armour_improver (op, tmp);
2724 return 1; 2916 return 1;
2725 } 2917 }
2726 else 2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2727 { 2923 {
2728 return 0; 2924 shop_listing (op, who);
2729 }
2730
2731 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon (op, tmp);
2733 return 1;
2734
2735 case CLOCK:
2736 if (op->type == PLAYER)
2737 {
2738 char buf[MAX_BUF];
2739 timeofday_t tod;
2740
2741 get_tod (&tod);
2742 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2743 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2744 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2746 new_draw_info (NDI_UNIQUE, 0, op, buf);
2747 return 1; 2925 return 1;
2748 } 2926 }
2749 else 2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2750 { 2936 {
2751 return 0; 2937 apply_lighter (who, op);
2752 }
2753
2754 case MENU:
2755 if (op->type == PLAYER)
2756 {
2757 shop_listing (op);
2758 return 1; 2938 return 1;
2759 } 2939 }
2760 else 2940 else
2761 {
2762 return 0; 2941 return 0;
2763 }
2764
2765 case POWER_CRYSTAL:
2766 apply_power_crystal (op, tmp); /* see egoitem.c */
2767 return 1;
2768
2769 case LIGHTER: /* for lighting torches/lanterns/etc */
2770 if (op->type == PLAYER)
2771 {
2772 apply_lighter (op, tmp);
2773 return 1;
2774 }
2775 else
2776 {
2777 return 0;
2778 }
2779 2942
2780 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2781 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2782 return 1; 2945 return 1;
2783 2946
2784 default: 2947 default:
2785 return 0; 2948 return 0;
2786 } 2949 }
2787} 2950}
2788
2789 2951
2790/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2791 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2792 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2793 * 2955 *
2794 * Same return value as apply() function. 2956 * Same return value as apply() function.
2795 */ 2957 */
2796int 2958int
2797player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2798{ 2960{
2799 int tmp;
2800
2801 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2802 { 2962 {
2803 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2804 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2805 { 2965 {
2806 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2807 return 0; 2969 return 0;
2808 } 2970 }
2809 } 2971 }
2810 2972
2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2812 * applied.
2813 */
2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2815 {
2816 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2817 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2819 remove_ob (op);
2820 free_object (op);
2821 return 1;
2822 }
2823
2824 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2825 pl->contr->last_used_id = op->count;
2826 2974
2827 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2828 if (!quiet) 2977 if (!quiet)
2829 { 2978 {
2830 if (tmp == 0) 2979 if (tmp == 0)
2831 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2832 else if (tmp == 2) 2981 else if (tmp == 2)
2833 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2834 } 2983 }
2984
2835 return tmp; 2985 return tmp;
2836} 2986}
2837 2987
2838/** 2988/**
2839 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2840 * If the player has an open container, we use that for below, otherwise 2990 * If the player has an open container, we use that for below, otherwise
2841 * we use the ground. 2991 * we use the ground.
2842 */ 2992 */
2843
2844void 2993void
2845player_apply_below (object *pl) 2994player_apply_below (object *pl)
2846{ 2995{
2847 object *tmp, *next;
2848 int floors; 2996 int floors = 0;
2849 2997
2850 /* If using a container, set the starting item to be the top 2998 /* If using a container, set the starting item to be the top
2851 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2852 */
2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2854
2855 /* This is perhaps more complicated. However, I want to make sure that 3000 * This is perhaps more complicated. However, I want to make sure that
2856 * we don't use a corrupt pointer for the next object, so we get the 3001 * we don't use a corrupt pointer for the next object, so we get the
2857 * next object in the stack before applying. This is can only be a 3002 * next object in the stack before applying. This is can only be a
2858 * problem if player_apply() has a bug in that it uses the object but does 3003 * problem if player_apply() has a bug in that it uses the object but does
2859 * not return a proper value. 3004 * not return a proper value.
2860 */ 3005 */
2861 for (floors = 0; tmp != NULL; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2862 { 3007 {
2863 next = tmp->below; 3008 next = tmp->below;
3009
2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2865 floors++; 3011 floors++;
2866 else if (floors > 0) 3012 else if (floors > 0)
2867 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2868 3014
2870 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2871 * so that at least one of players movement types be that which 3017 * so that at least one of players movement types be that which
2872 * the item needs. 3018 * the item needs.
2873 */ 3019 */
2874 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2875 {
2876 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2877 return; 3022 return;
2878 } 3023
2879 if (floors >= 2) 3024 if (floors >= 2)
2880 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2881 } 3026 }
2882} 3027}
2883 3028
2888 * to keep the size of apply_special to a more managable size. 3033 * to keep the size of apply_special to a more managable size.
2889 */ 3034 */
2890static int 3035static int
2891unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2892{ 3037{
2893 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2894 return RESULT_INT (0); 3040 return RESULT_INT (0);
2895 3041
2896 object *tmp2;
2897
2898 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2899 switch (op->type) 3044 switch (op->type)
2900 { 3045 {
3046 case SKILL_TOOL:
3047 // unapplying a skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051 if (tmp->skill == op->skill
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0);
3056
3057 change_abil (who, op);
3058 break;
3059
2901 case WEAPON: 3060 case WEAPON:
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3061 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
2903 3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
2904 (void) change_abil (who, op); 3070 change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break; 3072 break;
2909 3073
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL: 3074 case SKILL:
2912 if (op != who->chosen_skill) 3075 if (who->contr)
2913 { 3076 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2915 } 3086 }
2916 if (who->type == PLAYER) 3087
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible)
2921 {
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op); 3088 change_abil (who, op);
2930 who->chosen_skill = NULL;
2931 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break; 3090 break;
2933 3091
2934 case ARMOUR: 3092 case ARMOUR:
2935 case HELMET: 3093 case HELMET:
2939 case GLOVES: 3097 case GLOVES:
2940 case AMULET: 3098 case AMULET:
2941 case GIRDLE: 3099 case GIRDLE:
2942 case BRACERS: 3100 case BRACERS:
2943 case CLOAK: 3101 case CLOAK:
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2945 (void) change_abil (who, op); 3103 change_abil (who, op);
2946 break; 3104 break;
2947 case LAMP: 3105
2948 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2949 tmp2 = arch_to_object (op->other_arch);
2950 tmp2->x = op->x;
2951 tmp2->y = op->y;
2952 tmp2->map = op->map;
2953 tmp2->below = op->below;
2954 tmp2->above = op->above;
2955 tmp2->stats.food = op->stats.food;
2956 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2958 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2959 if (who->type == PLAYER)
2960 esrv_del_item (who->contr, (tag_t) op->count);
2961 remove_ob (op);
2962 free_object (op);
2963 insert_ob_in_ob (tmp2, who);
2964 fix_player (who);
2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 {
2967 if (who->type == PLAYER)
2968 {
2969 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2971 }
2972 }
2973 if (who->type == PLAYER)
2974 esrv_send_item (who, tmp2);
2975 return 1; /* otherwise, an attempt to drop causes problems */
2976 break;
2977 case BOW: 3106 case BOW:
2978 case WAND: 3107 case WAND:
2979 case ROD: 3108 case ROD:
2980 case HORN: 3109 case HORN:
2981 clear_skill (who); 3110 if (player *pl = who->contr)
2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 if (who->type == PLAYER)
2984 { 3111 {
2985 who->contr->shoottype = range_none; 3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2986 } 3119 }
2987 else 3120 else
2988 { 3121 {
3122 who->change_skill (0);
3123
2989 if (op->type == BOW) 3124 if (op->type == BOW)
2990 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2991 else 3126 else
2992 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2993 } 3128 }
3129
2994 break; 3130 break;
2995 3131
2996 case BUILDER: 3132 case BUILDER:
2997 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3133 if (who->contr)
2998 who->contr->shoottype = range_none; 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2999 who->contr->ranges[range_builder] = NULL;
3000 break; 3135 break;
3001 3136
3002 default: 3137 default:
3003 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
3004 break; 3139 break;
3005 } 3140 }
3006 3141
3007 fix_player (who); 3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3008 3143 if (object *pl = op->visible_to ())
3009 if (!(aflags & AP_NO_MERGE))
3010 {
3011 object *tmp;
3012
3013 tag_t del_tag = op->count;
3014
3015 tmp = merge_ob (op, NULL);
3016 if (who->type == PLAYER)
3017 {
3018 if (tmp)
3019 { /* it was merged */
3020 esrv_del_item (who->contr, del_tag);
3021 op = tmp;
3022 }
3023 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
3024 } 3145
3025 } 3146 who->update_stats ();
3147
3026 return 0; 3148 return 0;
3027} 3149}
3028 3150
3029/** 3151/**
3030 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
3031 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
3032 * then go through the below of this. In this way, you can do 3154 * then go through the below of this. In this way, you can do
3033 * something like: 3155 * something like:
3034 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
3035 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3036 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
3037 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
3038 * loc is the index into the array we are looking for a match. 3160 * loc is the index into the array we are looking for a match.
3039 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
3040 * invisible other objects that use 3162 * invisible other objects that use
3041 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
3042 */ 3164 */
3043object * 3165static object *
3044get_item_from_body_location (object *start, int loc) 3166get_next_item_from_body_location (int loc, object *start)
3045{ 3167{
3046 object *tmp;
3047
3048 if (!start)
3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
3052 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
3053 return tmp; 3172 return tmp;
3054 3173
3055 return NULL; 3174 return 0;
3056} 3175}
3057
3058
3059 3176
3060/** 3177/**
3061 * 'op' wants to apply an object, but can't because of other equipment. 3178 * 'op' wants to apply an object, but can't because of other equipment.
3062 * This should only be called when it is known 3179 * This should only be called when it is known
3063 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
3066 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
3067 * if aflags is AP_PRINT, we instead print out waht to unapply 3184 * if aflags is AP_PRINT, we instead print out waht to unapply
3068 * instead of doing it. This is a lot less code than having 3185 * instead of doing it. This is a lot less code than having
3069 * another function that does just that. 3186 * another function that does just that.
3070 */ 3187 */
3071int 3188
3189#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>"
3193
3194static int
3072unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3073{ 3196{
3074 int i; 3197 if (op->is_range ())
3075 object *tmp = NULL, *last;
3076
3077 /* If we are applying a shield or weapon, unapply any equipped shield
3078 * or weapons first - only allowed to use one weapon/shield at a time.
3079 */
3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3082 for (tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3085 {
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3200 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3087 { 3201 {
3088 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
3090 else 3204 else
3091 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3092 } 3206 }
3093 else 3207 else
3094 { 3208 {
3095 /* In this case, we want to try and remove a cursed item. 3209 /* In this case, we want to try and remove a cursed item.
3096 * While we know it won't work, we want unapply_special to 3210 * While we know it won't work, we want unapply_special to
3097 * at least generate the message. 3211 * at least generate the message.
3098 */ 3212 */
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3100 return 1; 3214 return 1;
3101 }
3102
3103 } 3215 }
3104 }
3105 }
3106 3216
3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 { 3218 {
3109 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
3110 if (op->body_info[i]) 3220 if (op->slot[i].info)
3111 { 3221 {
3112 last = who->inv; 3222 object *last = who->inv;
3113 3223
3114 /* We do a while loop - may need to remove several items in order 3224 /* We do a while loop - may need to remove several items in order
3115 * to free up enough slots. 3225 * to free up enough slots.
3116 */ 3226 */
3117 while ((who->body_used[i] + op->body_info[i]) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3118 { 3228 {
3119 tmp = get_item_from_body_location (last, i); 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3120 if (!tmp) 3231 if (!tmp)
3121 { 3232 {
3122#if 0 3233#if 0
3123 /* Not a bug - we'll get this if the player has cursed items 3234 /* Not a bug - we'll get this if the player has cursed items
3124 * equipped. 3235 * equipped.
3125 */ 3236 */
3126 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3127#endif 3238#endif
3128 return 1; 3239 return 1;
3129 } 3240 }
3241
3130 /* If we are just printing, we don't care about cursed status */ 3242 /* If we are just printing, we don't care about cursed status */
3131 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3132 { 3244 {
3133 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
3135 else 3247 else
3136 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
3137 } 3249 }
3138 else 3250 else
3139 { 3251 {
3140 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
3141 * Note this could be annoying if this is just one of a few, 3253 * Note this could be annoying if this is just one of a few,
3142 * so it may not be critical (eg, putting on a ring and you have 3254 * so it may not be critical (eg, putting on a ring and you have
3143 * one cursed ring.) 3255 * one cursed ring.)
3144 */ 3256 */
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3146 } 3258 }
3259
3147 last = tmp->below; 3260 last = tmp->below;
3148 } 3261 }
3149 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3150 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
3151 */ 3264 */
3152 } /* if op is using this body location */ 3265 } /* if op is using this body location */
3153 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
3154 return 0; 3268 return 0;
3155} 3269}
3156 3270
3157/** 3271/**
3158 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
3159 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
3160 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
3161 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
3162 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3276 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3163 * is set, do we really are what the other flags may be?) 3277 * is set, do we really care what the other flags may be?)
3164 * 3278 *
3165 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
3166 * these return values. 3280 * these return values.
3167 */ 3281 */
3168int 3282int
3169can_apply_object (object *who, object *op) 3283can_apply_object (object *who, object *op)
3170{ 3284{
3171 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3172 return RESULT_INT (0); 3286 return RESULT_INT (0);
3173 3287
3174 int i, retval = 0; 3288 int retval = 0;
3175 object *tmp = NULL, *ws = NULL; 3289 object *tmp = 0, *ws = 0;
3176 3290
3177 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3178 * 2 weapons, but we don't want to let them do that. So if they are
3179 * trying to equip a weapon or shield, see if they already have one
3180 * in place and store that way.
3181 */
3182 if (op->type == WEAPON || op->type == SHIELD)
3183 { 3292 {
3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3293 if (op->slot[i].info)
3185 { 3294 {
3186 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3295 /* Item uses more slots than we have */
3296 if (who->slot[i].info + op->slot [i].info < 0)
3187 { 3297 {
3188 retval = CAN_APPLY_UNAPPLY;
3189 ws = tmp;
3190 }
3191 }
3192 }
3193
3194
3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3197 if (op->body_info[i])
3198 {
3199 /* Item uses more slots than we have */
3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3202 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
3203 * really needed. 3299 * really needed.
3204 */ 3300 */
3205 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
3206 } 3302 }
3207 else if ((who->body_used[i] + op->body_info[i]) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
3208 { 3304 {
3209 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
3210 * we have. 3306 * we have.
3211 */ 3307 */
3212 object *tmp1;
3213
3214 3308
3215 /* if we have an applied weapon/shield, and unapply it would free 3309 /* if we have an applied weapon/shield, and unapply it would free
3216 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
3217 * continue. We don't care about the logic below - if you have 3311 * apply unapply". We don't care about the logic below - if you have a
3218 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
3219 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
3220 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
3221 * may be two handed for example. 3315 * may be two handed for example.
3222 */ 3316 */
3223 if (ws) 3317 if (ws)
3224 { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3226 { 3319 {
3227 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
3228 continue; 3321 continue;
3229 } 3322 }
3230 }
3231 3323
3232 tmp1 = get_item_from_body_location (who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3233 if (!tmp1) 3325 if (!tmp1)
3234 { 3326 {
3235#if 0 3327#if 0
3236 /* This is sort of an error, but happens a lot when old players 3328 /* This is sort of an error, but happens a lot when old players
3237 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
3245 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3246 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3247 * to apply multiple objects 3339 * to apply multiple objects
3248 */ 3340 */
3249 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3250 if (!tmp) 3343 if (!tmp)
3251 tmp = tmp1; 3344 tmp = tmp1;
3252 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 } 3347
3256 /* This object isn't using up all the slots, so there must 3348 /* This object isn't using up all the slots, so there must
3257 * be another. If so, and it the new item doesn't need all 3349 * be another. If so, and it the new item doesn't need all
3258 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3259 */ 3351 */
3260 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353 && abs (op->slot[i].info) < who->slot[i].info)
3261 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3262 3355
3263 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3264 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3265 */ 3358 */
3266 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3359 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3267 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3268
3269 } 3361 }
3270 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3271 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3272 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3273 3365
3278 * and weapons all use the same slot. Similar for horn/rod/wand - they 3370 * and weapons all use the same slot. Similar for horn/rod/wand - they
3279 * all use the same location. 3371 * all use the same location.
3280 */ 3372 */
3281 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3282 retval |= CAN_APPLY_RESTRICTION; 3374 retval |= CAN_APPLY_RESTRICTION;
3375
3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3284 retval |= CAN_APPLY_RESTRICTION; 3377 retval |= CAN_APPLY_RESTRICTION;
3285 3378
3286
3287 if (who->type != PLAYER) 3379 if (who->type != PLAYER)
3288 { 3380 {
3289 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3290 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3386
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3297 } 3392 }
3393
3298 return retval; 3394 return retval;
3299} 3395}
3300
3301
3302 3396
3303/** 3397/**
3304 * who is the object using the object. It can be a monster. 3398 * who is the object using the object. It can be a monster.
3305 * op is the object they are using. op is an equipment type item, 3399 * op is the object they are using. op is an equipment type item,
3306 * eg, one which you put on and keep on for a while, and not something 3400 * eg, one which you put on and keep on for a while, and not something
3315 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3316 * 3410 *
3317 * Optional flags: 3411 * Optional flags:
3318 * AP_NO_MERGE: don't merge an unapplied object with other objects 3412 * AP_NO_MERGE: don't merge an unapplied object with other objects
3319 * AP_IGNORE_CURSE: unapply cursed items 3413 * AP_IGNORE_CURSE: unapply cursed items
3414 * AP_NO_READY: do not ready skills when applying skill tools
3320 * 3415 *
3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3322 * 3417 *
3323 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3324 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3325int 3424int
3326apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3327{ 3426{
3328 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3329 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3330 int i;
3331 3429
3332 if (who == NULL) 3430 if (who == NULL)
3333 { 3431 {
3334 LOG (llevError, "apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3335 return 1; 3433 return 1;
3345 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3346 return 0; 3444 return 0;
3347 3445
3348 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3349 { 3447 {
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3351 return 1; 3449 return 1;
3352 } 3450 }
3451
3353 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3354 } 3453 }
3355
3356 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3357 return 0; 3455 return 0;
3358 3456
3359 i = can_apply_object (who, op); 3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op);
3360 3467
3361 /* Can't just apply this object. Lets see what not and what to do */ 3468 /* Can't just apply this object. Lets see what not and what to do */
3362 if (i) 3469 if (int i = can_apply_object (who, op))
3363 { 3470 {
3364 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3365 { 3472 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3367 return 1; 3474 return 1;
3368 } 3475 }
3369 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3370 { 3477 {
3371 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3478 who->failmsg (format (
3479 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op)
3482 ));
3372 return 1; 3483 return 1;
3373 } 3484 }
3485
3374 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3375 { 3487 {
3376 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3377 if (unapply_for_ob (who, op, aflags)) 3489 if (unapply_for_ob (who, op, aflags))
3378 return 1; 3490 return 1;
3379 } 3491 }
3380 else 3492 else
3381 { 3493 {
3382 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3494 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3383 { 3495 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3385 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3386 return 1; 3498 return 1;
3387 } 3499 }
3388 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3500 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3389 {
3390 i = unapply_for_ob (who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3391 if (i)
3392 return 1; 3502 return 1;
3393 } 3503 }
3394 }
3395 } 3504 }
3505
3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 { 3507 {
3398 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3509
3399 if (!skop) 3510 if (!skop)
3400 { 3511 {
3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3402 return 1; 3513 return 1;
3403 } 3514 }
3404 else 3515 else
3405 {
3406 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3407 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3408 */ 3518 */
3409 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3410 }
3411 }
3412
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3414 { 3520 }
3415 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3521
3522 if (!check_item_power (who, op->item_power))
3523 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3416 return 1; 3525 return 1;
3417 } 3526 }
3418
3419 3527
3420 /* Ok. We are now at the state where we can apply the new object. 3528 /* Ok. We are now at the state where we can apply the new object.
3421 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3422 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3423 */ 3531 */
3424 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3425
3426 if (op->nrof > 1)
3427 tmp = get_split_ob (op, op->nrof - 1);
3428 else
3429 tmp = NULL;
3430 3533
3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3432 return RESULT_INT (0); 3535 return RESULT_INT (0);
3433 3536
3434 switch (op->type) 3537 switch (op->type)
3435 { 3538 {
3436 case WEAPON: 3539 case WEAPON:
3437 if (!check_weapon_power (who, op->last_eat)) 3540 //TODO: this obviously fails for players using a shorter prefix
3438 { 3541 // i.e. "R" can use Ragnarok's sword.
3439 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3542 if (op->level && !op->name.starts_with (who->name))
3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3441 if (tmp != NULL)
3442 (void) insert_ob_in_ob (tmp, who);
3443 return 1;
3444 }
3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 { 3543 {
3447 /* if the weapon does not have the name as the character, can't use it. */ 3544 /* if the weapon does not have the name as the character, can't use it. */
3448 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3449 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3547
3450 if (tmp != NULL) 3548 if (tmp)
3451 (void) insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3550
3452 return 1; 3551 return 1;
3453 } 3552 }
3553
3554 if (!skop)
3555 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3557 return 1;
3558 }
3559
3454 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3455
3456 if (skop)
3457 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3562
3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3459 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3460
3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3462
3463 (void) change_abil (who, op); 3569 change_abil (who, op);
3464 break; 3570 break;
3465 3571
3466 case ARMOUR: 3572 case ARMOUR:
3467 case HELMET: 3573 case HELMET:
3468 case SHIELD: 3574 case SHIELD:
3472 case BRACERS: 3578 case BRACERS:
3473 case CLOAK: 3579 case CLOAK:
3474 case RING: 3580 case RING:
3475 case AMULET: 3581 case AMULET:
3476 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3478 (void) change_abil (who, op); 3584 change_abil (who, op);
3479 break; 3585 break;
3480 case LAMP: 3586
3481 if (op->stats.food < 1) 3587 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3482 { 3592 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3593 skop = find_skill_by_name (who, op->skill);
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW:
3675 if (op->level && !op->name.starts_with (who->name))
3676 {
3677 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp)
3680 insert_ob_in_ob (tmp, who);
3681
3484 return 1; 3682 return 1;
3485 } 3683 }
3486 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3487 tmp2 = arch_to_object (op->other_arch);
3488 tmp2->stats.food = op->stats.food;
3489 SET_FLAG (tmp2, FLAG_APPLIED);
3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3491 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3492 insert_ob_in_ob (tmp2, who);
3493 3684
3494 /* Remove the old lantern */ 3685 /*FALLTHROUGH*/
3495 if (who->type == PLAYER)
3496 esrv_del_item (who->contr, (tag_t) op->count);
3497 remove_ob (op);
3498 free_object (op);
3499
3500 /* insert the portion that was split off */
3501 if (tmp != NULL)
3502 {
3503 (void) insert_ob_in_ob (tmp, who);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 }
3507 fix_player (who);
3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3510 if (who->type == PLAYER)
3511 {
3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3514 }
3515 }
3516 if (who->type == PLAYER)
3517 esrv_send_item (who, tmp2);
3518 return 0;
3519 break;
3520
3521 /* this part is needed for skill-tools */
3522 case SKILL:
3523 case SKILL_TOOL:
3524 if (who->chosen_skill)
3525 {
3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3527 return 1;
3528 }
3529 if (who->type == PLAYER)
3530 {
3531 who->contr->shoottype = range_skill;
3532 who->contr->ranges[range_skill] = op;
3533 if (!op->invisible)
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3537 }
3538 else
3539 {
3540 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3541 }
3542 }
3543 SET_FLAG (op, FLAG_APPLIED);
3544 (void) change_abil (who, op);
3545 who->chosen_skill = op;
3546 SET_FLAG (who, FLAG_READY_SKILL);
3547 break;
3548
3549 case BOW: 3686 case WAND:
3550 if (!check_weapon_power (who, op->last_eat))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3553 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3554 if (tmp != NULL)
3555 (void) insert_ob_in_ob (tmp, who);
3556 return 1;
3557 }
3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3559 {
3560 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3561 if (tmp != NULL)
3562 (void) insert_ob_in_ob (tmp, who);
3563 return 1;
3564 }
3565 /*FALLTHROUGH*/ case WAND:
3566 case ROD: 3687 case ROD:
3567 case HORN: 3688 case HORN:
3568 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3690
3691 if (!skop)
3692 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3569 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3570 if (skop)
3571 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3573 3699
3574 if (who->type == PLAYER) 3700 if (who->contr)
3575 { 3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3705
3576 if (op->type == BOW) 3706 if (op->type == BOW)
3577 { 3707 {
3708 who->current_weapon = op;
3578 (void) change_abil (who, op); 3709 change_abil (who, op);
3579 new_draw_info_format (NDI_UNIQUE, 0, who,
3580 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3581 who->contr->shoottype = range_bow;
3582 }
3583 else
3584 {
3585 who->contr->shoottype = range_misc;
3586 } 3711 }
3587 } 3712 }
3588 else 3713 else
3589 { 3714 {
3590 if (op->type == BOW) 3715 if (op->type == BOW)
3591 SET_FLAG (who, FLAG_READY_BOW); 3716 SET_FLAG (who, FLAG_READY_BOW);
3592 else 3717 else
3593 SET_FLAG (who, FLAG_READY_RANGE); 3718 SET_FLAG (who, FLAG_READY_RANGE);
3594 } 3719 }
3720
3595 break; 3721 break;
3596 3722
3597 case BUILDER: 3723 case BUILDER:
3598 if (who->contr->ranges[range_builder]) 3724 if (who->type == PLAYER)
3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3599 unapply_special (who, who->contr->ranges[range_builder], 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3600 who->contr->shoottype = range_builder; 3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731
3601 who->contr->ranges[range_builder] = op; 3732 who->contr->ranged_ob = op;
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3733 }
3603 break; 3734 break;
3604 3735
3605 default: 3736 default:
3606 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3607 } /* end of switch op->type */ 3738 }
3608 3739
3609 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3610 3741
3611 if (tmp != NULL) 3742 if (tmp)
3612 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3613 3744
3614 fix_player (who); 3745 who->update_stats ();
3615 3746
3616 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3617 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3618 * you don't know anything about them. 3749 * you don't know anything about them.
3619 */ 3750 */
3620 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3621 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3622 3753
3623 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3624 {
3625 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3626 { 3756 {
3627 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3757 who->failmsg (
3758 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3628 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 } 3762 }
3630 } 3763
3631 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3632 {
3633 /* if multiple objects were applied, update both slots */
3634 if (tmp)
3635 esrv_send_item (who, tmp);
3636 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3637 } 3766
3638 return 0; 3767 return 0;
3639}
3640
3641
3642int
3643monster_apply_special (object *who, object *op, int aflags)
3644{
3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3646 return 1;
3647 return apply_special (who, op, aflags);
3648} 3768}
3649 3769
3650/** 3770/**
3651 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3652 * 3772 *
3656auto_apply (object *op) 3776auto_apply (object *op)
3657{ 3777{
3658 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3659 int i; 3779 int i;
3660 3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782
3661 switch (op->type) 3783 switch (op->type)
3662 { 3784 {
3663 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3664 if (!HAS_RANDOM_ITEMS (op)) 3786 if (!op->has_random_items ())
3665 return 0; 3787 return 0;
3788
3666 do 3789 do
3667 { 3790 {
3668 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3669 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3670 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3671 if (tmp == NULL) 3798 if (tmp == NULL)
3672 return 0; 3799 return 0;
3800
3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3674 { 3802 {
3675 free_object (tmp); 3803 tmp->destroy ();
3676 tmp = NULL; 3804 tmp = NULL;
3677 } 3805 }
3678 } 3806 }
3679 while (!tmp); 3807 while (!tmp);
3808
3680 tmp->x = op->x; 3809 tmp->x = op->x;
3681 tmp->y = op->y; 3810 tmp->y = op->y;
3682 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3683 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3685 identify (tmp); 3813 identify (tmp);
3686 break; 3814 break;
3687 3815
3688 case TREASURE: 3816 case TREASURE:
3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3690 return 0; 3818 return 0;
3819
3691 while ((op->stats.hp--) > 0) 3820 while (op->stats.hp-- > 0)
3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3693 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3694 3823
3695 /* If we generated an object and put it in this object inventory, 3824 /* If we generated an object and put it in this object inventory,
3696 * move it to the parent object as the current object is about 3825 * move it to the parent object as the current object is about
3697 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3698 * that is put inside other objects. 3827 * that is put inside other objects.
3699 */ 3828 */
3700 for (tmp = op->inv; tmp; tmp = tmp2)
3701 {
3702 tmp2 = tmp->below;
3703 remove_ob (tmp);
3704 if (op->env) 3829 if (op->env)
3705 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3706 else 3831 op->env->insert (op->inv);
3707 free_object (tmp); 3832
3708 } 3833 op->destroy ();
3709 remove_ob (op);
3710 free_object (op);
3711 break; 3834 break;
3712 } 3835 }
3713 return tmp ? 1 : 0;
3714}
3715 3836
3837 return !!tmp;
3838}
3839
3716/** 3840/**
3717 * fix_auto_apply goes through the entire map (only the first time 3841 * fix_auto_apply goes through the entire map every time a map
3718 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3719 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3721 */ 3845 */
3722void 3846void
3723fix_auto_apply (mapstruct *m) 3847maptile::fix_auto_apply ()
3724{ 3848{
3725 object *tmp, *above = NULL; 3849 if (!spaces)
3726 int x, y;
3727
3728 if (m == NULL)
3729 return; 3850 return;
3730 3851
3731 for (x = 0; x < MAP_WIDTH (m); x++) 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3732 for (y = 0; y < MAP_HEIGHT (m); y++) 3853 for (object *tmp = ms->bot; tmp; )
3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3734 { 3854 {
3735 above = tmp->above; 3855 object *above = tmp->above;
3736 3856
3737 if (tmp->inv) 3857 if (tmp->inv)
3738 { 3858 {
3739 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3740 3860
3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3742 { 3862 {
3743 invnext = invtmp->below; 3863 invnext = invtmp->below;
3744 3864
3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3746 auto_apply (invtmp); 3866 auto_apply (invtmp);
3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3748 { 3868 {
3749 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751
3752 invtmp->randomitems = NULL;
3753 }
3754 else if (invtmp && invtmp->arch
3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3756 {
3757 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3871
3872 invtmp->randomitems = NULL;
3873 }
3874 else if (invtmp && invtmp->arch
3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3876 {
3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3758 /* Need to clear this so that we never try to create 3878 /* Need to clear this so that we never try to create
3759 * treasure again for this object 3879 * treasure again for this object
3760 */ 3880 */
3761 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3762 } 3882 }
3763 } 3883 }
3764 /* This is really temporary - the code at the bottom will 3884 /* This is really temporary - the code at the bottom will
3765 * also set randomitems to null. The problem is there are bunches 3885 * also set randomitems to null. The problem is there are bunches
3766 * of maps/players already out there with items that have spells 3886 * of maps/players already out there with items that have spells
3767 * which haven't had the randomitems set to null yet. 3887 * which haven't had the randomitems set to null yet.
3768 * MSW 2004-05-13 3888 * MSW 2004-05-13
3769 * 3889 *
3770 * And if it's a spellbook, it's better to set randomitems to NULL too, 3890 * And if it's a spellbook, it's better to set randomitems to NULL too,
3771 * else you get two spells in the book ^_- 3891 * else you get two spells in the book ^_-
3772 * Ryo 2004-08-16 3892 * Ryo 2004-08-16
3773 */ 3893 */
3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3775 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3776 tmp->randomitems = NULL;
3777
3778 }
3779
3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3781 auto_apply (tmp);
3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3784 while ((tmp->stats.hp--) > 0)
3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3786 tmp->randomitems = NULL; 3896 tmp->randomitems = NULL;
3897
3787 } 3898 }
3899
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 {
3904 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3906 tmp->randomitems = NULL;
3907 }
3788 else if (tmp->type == TIMED_GATE) 3908 else if (tmp->type == TIMED_GATE)
3789 { 3909 {
3790 object *head = tmp->head != NULL ? tmp->head : tmp; 3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3791 3911
3792 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3793 {
3794 tmp->speed = 0; 3913 tmp->set_speed (0);
3795 update_ob_speed (tmp);
3796 }
3797 } 3914 }
3798 /* This function can be called everytime a map is loaded, even when 3915 /* This function can be called everytime a map is loaded, even when
3799 * swapping back in. As such, we don't want to create the treasure 3916 * swapping back in. As such, we don't want to create the treasure
3800 * over and ove again, so after we generate the treasure, blank out 3917 * over and ove again, so after we generate the treasure, blank out
3801 * randomitems so if it is swapped in again, it won't make anything. 3918 * randomitems so if it is swapped in again, it won't make anything.
3802 * This is a problem for the above objects, because they have counters 3919 * This is a problem for the above objects, because they have counters
3803 * which say how many times to make the treasure. 3920 * which say how many times to make the treasure.
3804 */ 3921 */
3805 else if (tmp && tmp->arch && tmp->type != PLAYER 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3806 && tmp->type != TREASURE && tmp->type != SPELL 3923 && tmp->type != TREASURE && tmp->type != SPELL
3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3808 { 3925 {
3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3810 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3811 } 3928 }
3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3934 tmp = above;
3812 } 3935 }
3813 3936
3814 for (x = 0; x < MAP_WIDTH (m); x++) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (y = 0; y < MAP_HEIGHT (m); y++) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3818 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3819} 3941}
3820 3942
3821/** 3943/**
3822 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3823 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3824 * that doesn't work with the new spell code. Since we know what 3946 * that doesn't work with the new spell code. Since we know what
3825 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3826 */ 3948 */
3827
3828void 3949void
3829eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3830{ 3951{
3831 object *force; 3952 object *force;
3832 int i, did_one = 0; 3953 int i, did_one = 0;
3833 sint8 k;
3834 3954
3835 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3836 3958
3837 for (i = 0; i < NUM_STATS; i++)
3838 {
3839 k = get_attr_value (&food->stats, i);
3840 if (k)
3841 {
3842 set_attr_value (&force->stats, i, k);
3843 did_one = 1;
3844 }
3845 }
3846
3847 /* check if we can protect the eater */
3848 for (i = 0; i < NROFATTACKS; i++)
3849 {
3850 if (food->resist[i] > 0)
3851 {
3852 force->resist[i] = food->resist[i] / 2;
3853 did_one = 1;
3854 }
3855 }
3856 if (did_one)
3857 {
3858 force->speed = 0.1;
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3861 force->stats.food = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3862 SET_FLAG (force, FLAG_IS_USED_UP); 3961
3863 SET_FLAG (force, FLAG_APPLIED); 3962 if (force = who->force_find (key))
3864 change_abil (who, force); 3963 {
3865 insert_ob_in_ob (force, who); 3964 if (duration > abs (force->speed_left / force->speed))
3965 {
3966 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));
3967 force->force_set_timer (duration);
3968 }
3969 else
3970 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971
3972 return;
3866 } 3973 }
3867 else 3974 else
3868 { 3975 {
3869 free_object (force); 3976 force = who->force_add (key, duration);
3977 force->name = key;
3978
3979 /* check if the food affects a stat */
3980 for (i = 0; i < NUM_STATS; i++)
3981 if (sint8 k = food->stats.stat (i))
3982 {
3983 force->stats.stat (i) = k;
3984 did_one = 1;
3985 }
3986
3987 /* check if we can protect the eater */
3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3990 if (food->resist[i] > 0)
3991 {
3992 force->resist[i] = food->resist[i];
3993 did_one = 1;
3994 }
3995 }
3996
3997 if (did_one)
3998 {
3999 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));
4000
4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
4003 }
4004 else
4005 force->destroy ();
3870 } 4006 }
3871 4007
3872 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3873 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3874 { 4010 {
3875 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3876 { 4012 {
3877 strcpy (who->contr->killer, food->name); 4013 who->contr->killer = food;
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3880 } 4016 }
3881 else 4017 else
3882 { 4018 {
3883 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3884 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3885 else 4021 else
3886 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3887 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3888 } 4025 }
3889 } 4026 }
4027
3890 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3891 { 4029 {
3892 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3893 { 4031 {
3894 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3895 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3896 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3897 who->stats.sp = 0; 4035 who->stats.sp = 0;
3898 } 4036 }
3899 else 4037 else
3900 { 4038 {
3901 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3902 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3903 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3904 } 4042 }
3905 } 4043 }
3906 fix_player (who);
3907}
3908 4044
3909 4045 who->update_stats ();
3910/**
3911 * Designed primarily to light torches/lanterns/etc.
3912 * Also burns up burnable material too. First object in the inventory is
3913 * the selected object to "burn". -b.t.
3914 */
3915
3916void
3917apply_lighter (object *who, object *lighter)
3918{
3919 object *item;
3920 int is_player_env = 0;
3921 uint32 nrof;
3922 tag_t count;
3923 char item_name[MAX_BUF];
3924
3925 item = find_marked_object (who);
3926 if (item)
3927 {
3928 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */
3930 /* Split multiple lighters if they're being used up. Otherwise *
3931 * one charge from each would be used up. --DAMN */
3932 if (lighter->nrof > 1)
3933 {
3934 object *oneLighter = get_object ();
3935
3936 copy_object (lighter, oneLighter);
3937 lighter->nrof -= 1;
3938 oneLighter->nrof = 1;
3939 oneLighter->stats.food--;
3940 esrv_send_item (who, lighter);
3941 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 esrv_send_item (who, oneLighter);
3943 }
3944 else
3945 {
3946 lighter->stats.food--;
3947 }
3948
3949 }
3950 else if (lighter->last_eat)
3951 { /* no charges left in lighter */
3952 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3953 return;
3954 }
3955 /* Perhaps we should split what we are trying to light on fire?
3956 * I can't see many times when you would want to light multiple
3957 * objects at once.
3958 */
3959 nrof = item->nrof;
3960 count = item->count;
3961 /* If the item is destroyed, we don't have a valid pointer to the
3962 * name object, so make a copy so the message we print out makes
3963 * some sense.
3964 */
3965 strcpy (item_name, item->name);
3966 if (who == is_player_inv (item))
3967 is_player_env = 1;
3968
3969 save_throw_object (item, AT_FIRE, who);
3970 /* Change to check count and not freed, since the object pointer
3971 * may have gotten recycled
3972 */
3973 if ((nrof != item->nrof) || (count != item->count))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3976 /* Need to update the player so that the players glow radius
3977 * gets changed.
3978 */
3979 if (is_player_env)
3980 fix_player (who);
3981 }
3982 else
3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3985 }
3986
3987 }
3988 else /* nothing to light */
3989 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3990
3991}
3992
3993/**
3994 * op made some mistake with a scroll, this takes care of punishment.
3995 * scroll_failure()- hacked directly from spell_failure
3996 */
3997void
3998scroll_failure (object *op, int failure, int power)
3999{
4000 if (abs (failure / 4) > power)
4001 power = abs (failure / 4); /* set minimum effect */
4002
4003 if (failure <= -1 && failure > -15)
4004 { /* wonder */
4005 object *tmp;
4006
4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4008 tmp = get_archetype (SPELL_WONDER);
4009 cast_wonder (op, op, 0, tmp);
4010 free_object (tmp);
4011 }
4012 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */
4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4016 if (op->stats.sp < 0)
4017 op->stats.sp = 0;
4018 }
4019 else if (settings.spell_failure_effects == TRUE)
4020 {
4021 if (failure <= -35 && failure > -60)
4022 { /* confusion */
4023 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4024 confuse_player (op, op, power);
4025 }
4026 else if (failure <= -60 && failure > -70)
4027 { /* paralysis */
4028 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4029 paralyze_player (op, op, power);
4030 }
4031 else if (failure <= -70 && failure > -80)
4032 { /* blind */
4033 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4034 blind_player (op, op, power);
4035 }
4036 else if (failure <= -80)
4037 { /* blast the immediate area */
4038 object *tmp;
4039
4040 tmp = get_archetype (LOOSE_MANA);
4041 cast_magic_storm (op, tmp, power);
4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4043 free_object (tmp);
4044 }
4045 }
4046} 4046}
4047 4047
4048void 4048void
4049apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
4050{ 4050{
4067 */ 4067 */
4068 int i, j; 4068 int i, j;
4069 4069
4070 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
4071 { 4071 {
4072 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
4073 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4074 4074
4075 stat += get_attr_value (ns, i);
4076 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
4077 { 4076 {
4078 excess_stat++; 4077 excess_stat++;
4079 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
4080 } 4079 }
4081 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
4082 } 4082 }
4083 4083
4084 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
4087 int stat = get_attr_value (stats, i);
4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4089 4087
4090 if (i == CHA) 4088 if (i == CHA)
4091 continue; /* exclude cha from this */ 4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
4092 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
4093 { 4094 {
4094 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
4095 excess_stat--; 4096 excess_stat--;
4096 } 4097 }
4097 } 4098 }
4098 4099
4099 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
4100 * the player ref: player.c 4101 * the player ref: player.c
4101 */ 4102 */
4102 if (change->randomitems != NULL) 4103 if (change->randomitems)
4103 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
4104
4105 4105
4106 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
4107 4107
4108 /* first, look for the force object banning 4108 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
4110 */ 4110 */
4111 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
4112 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0; 4113 flag_change_face = 0;
4114 4114
4115 if (flag_change_face) 4115 if (flag_change_face)
4116 { 4116 {
4117 pl->animation_id = GET_ANIM_ID (change);
4118 pl->face = change->face; 4117 pl->face = change->face;
4119 4118 pl->animation_id = change->animation_id;
4120 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4121 SET_FLAG (pl, FLAG_ANIMATE);
4122 else
4123 CLEAR_FLAG (pl, FLAG_ANIMATE);
4124 } 4120 }
4125 4121
4126 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
4127 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4128 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4129 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4130 4126
4131 break; 4127 break;
4132 } 4128 }
4133 } 4129 }
4134} 4130}
4135 4131
4136/**
4137 * This handles items of type 'transformer'.
4138 * Basically those items, used with a marked item, transform both items into something
4139 * else.
4140 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4141 * Change information is contained in the 'slaying' field of the marked item.
4142 * The format is as follow: transformer:[number ]yield[;transformer:...].
4143 * This way an item can be transformed in many things, and/or many objects.
4144 * The 'slaying' field for transformer is used as verb for the action.
4145 */
4146void
4147apply_item_transformer (object *pl, object *transformer)
4148{
4149 object *marked;
4150 object *new_item;
4151 char *find;
4152 char *separator;
4153 int yield;
4154 char got[MAX_BUF];
4155 int len;
4156
4157 if (!pl || !transformer)
4158 return;
4159 marked = find_marked_object (pl);
4160 if (!marked)
4161 {
4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4163 return;
4164 }
4165 if (!marked->slaying)
4166 {
4167 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4168 return;
4169 }
4170 /* check whether they are compatible or not */
4171 find = strstr (marked->slaying, transformer->arch->name);
4172 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4173 {
4174 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4175 return;
4176 }
4177 find += strlen (transformer->arch->name) + 1;
4178 /* Item can be used, now find how many and what it yields */
4179 if (isdigit (*(find)))
4180 {
4181 yield = atoi (find);
4182 if (yield < 1)
4183 {
4184 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4185 yield = 1;
4186 }
4187 }
4188 else
4189 yield = 1;
4190
4191 while (isdigit (*find))
4192 find++;
4193 while (*find == ' ')
4194 find++;
4195 memset (got, 0, MAX_BUF);
4196 if ((separator = strchr (find, ';')) != NULL)
4197 {
4198 len = separator - find;
4199 }
4200 else
4201 {
4202 len = strlen (find);
4203 }
4204 if (len > MAX_BUF - 1)
4205 len = MAX_BUF - 1;
4206 strcpy (got, find);
4207 got[len] = '\0';
4208
4209 /* Now create new item, remove used ones when required. */
4210 new_item = get_archetype (got);
4211 if (!new_item)
4212 {
4213 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4214 return;
4215 }
4216 new_item->nrof = yield;
4217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4218 insert_ob_in_ob (new_item, pl);
4219 esrv_send_inventory (pl, pl);
4220 /* Eat up one item */
4221 decrease_ob_nr (marked, 1);
4222 /* Eat one transformer if needed */
4223 if (transformer->stats.food)
4224 if (--transformer->stats.food == 0)
4225 decrease_ob_nr (transformer, 1);
4226}

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