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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.62 by root, Thu Jan 18 19:42:10 2007 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
55 * subtype 5: arch or race 54 * subtype 5: arch or race
56 * subtype 7: all three 55 * subtype 7: all three
57 */ 56 */
58 if (op->subtype) 57 if (op->subtype)
59 { 58 {
60 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
63 } 62 }
64 else 63 else
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
68 race_flag = 1; 67 race_flag = 1;
69 } 68 }
69
70 /* 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,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
97static int 95static int
98apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
99{ 97{
100 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
101 int success = 0;
102 99
103 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
104 return 0; 101 return 0;
105 102
106 /* 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
107 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
108 */ 105 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
110 return 0; 107 return 0;
111 108
112 marked = find_marked_object (pl);
113 /* 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
114 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
115 */ 111 */
112 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 114 {
118 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
119 { 116 {
120 identify (marked); 117 identify (marked);
121 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));
122 if (marked->msg) 120 if (marked->msg)
123 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
126 } 124 }
127 return money == NULL;
128 } 125 }
129 }
130 126
131 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
132 { 128 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 130 {
135 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
136 { 132 {
137 identify (id); 133 identify (id);
138 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));
139 if (id->msg) 136 if (id->msg)
140 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
147 break; 141 break;
148 } 142 }
149 else 143 else
150 { 144 {
151 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");
152 break; 146 break;
153 } 147 }
154 } 148 }
155 } 149 }
156 if (!success) 150
157 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
158 return money == NULL; 156 return !money;
159} 157}
160 158
161/** 159/**
162 * 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
163 * matching item. 161 * matching item.
164 **/ 162 **/
165static void 163void
166handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
167{ 165{
168 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
169 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188} 168}
189 169
190/** 170/**
191 * Handles applying a potion. 171 * Handles applying a potion.
192 */ 172 */
198 178
199 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
200 180
201 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)
202 { 182 {
203 if (op->type == PLAYER)
204 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
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 186 return 0;
207 } 187 }
208 188
209 if (op->type == PLAYER) 189 if (op->type == PLAYER)
220 200
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 { 202 {
223 op->drain_stat (); 203 op->drain_stat ();
224 op->update_stats (); 204 op->update_stats ();
225 decrease_ob (tmp); 205 tmp->decrease ();
226 return 1; 206 return 1;
227 } 207 }
228 208
229 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
230 { 210 {
231 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
232 return 0; 212 return 0;
233 } 213 }
214
234 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
235 216
236 if (depl) 217 if (depl)
237 { 218 {
238 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
241 222
242 depl->destroy (); 223 depl->destroy ();
243 op->update_stats (); 224 op->update_stats ();
244 } 225 }
245 else 226 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
247 228
248 decrease_ob (tmp); 229 tmp->decrease ();
249 return 1; 230 return 1;
250 } 231 }
251 232
252 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 235 {
255 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
256 { 237 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 239 {
259 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
260 { 241 {
261 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
262 break; 243 break;
263 } 244 }
245
264 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
265 { 247 {
266 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
267 break; 249 break;
268 } 250 }
251
269 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
270 { 253 {
271 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
272 break; 255 break;
273 } 256 }
277 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
278 { 261 {
279 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
280 break; 263 break;
281 } 264 }
265
282 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
283 { 267 {
284 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
285 break; 269 break;
286 } 270 }
271
287 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
288 { 273 {
289 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
290 break; 275 break;
291 } 276 }
292 } 277 }
293 } 278 }
294 279
295 /* Just makes checking easier */ 280 /* Just makes checking easier */
296 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
297 got_one = 1; 282 got_one = 1;
298 283
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 285 {
301 if (got_one) 286 if (got_one)
302 { 287 {
303 op->update_stats (); 288 op->update_stats ();
304 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 "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
307 } 292 }
308 else 293 else
309 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.");
310 } 295 }
311 else 296 else
312 { /* cursed potion */ 297 { /* cursed potion */
313 if (got_one) 298 if (got_one)
314 { 299 {
315 op->update_stats (); 300 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
317 } 302 }
318 else 303 else
319 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);
320 } 305 }
321 306
322 decrease_ob (tmp); 307 tmp->decrease ();
323 return 1; 308 return 1;
324 } 309 }
325 310
326 311
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 316 */
332 if (tmp->inv) 317 if (tmp->inv)
333 { 318 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 320 {
336 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
337 322 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 } 323 }
347 else 324 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 326
350 decrease_ob (tmp); 327 tmp->decrease ();
328
351 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 331 op->update_stats ();
332
354 return 1; 333 return 1;
355 } 334 }
356 335
357 /* Deal with protection potions */ 336 /* Deal with protection potions */
358 force = NULL; 337 force = NULL;
360 { 339 {
361 if (tmp->resist[i]) 340 if (tmp->resist[i])
362 { 341 {
363 if (!force) 342 if (!force)
364 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
367 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 */
368 } 348 }
369 } 349 }
350
370 /* This is a protection potion */ 351 /* This is a protection potion */
371 if (force) 352 if (force)
372 { 353 {
373 /* cursed items last longer */ 354 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 357 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 361 }
362
381 force->speed_left = -1; 363 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 367 change_abil (op, force);
386 decrease_ob (tmp); 368 tmp->decrease ();
387 return 1; 369 return 1;
388 } 370 }
389 371
390 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
391 if (op->type == PLAYER) 373 if (op->type == PLAYER)
392 { /* only for players */ 374 { /* only for players */
393 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)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 379 else
396 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
397 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
399 } 384 }
400 385
401 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
404 * up all the stats. 389 * up all the stats.
405 */ 390 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats (); 392 op->update_stats ();
408 decrease_ob (tmp); 393 tmp->decrease ();
409 return 1; 394 return 1;
410} 395}
411 396
412/**************************************************************************** 397/****************************************************************************
413 * Weapon improvement code follows 398 * Weapon improvement code follows
414 ****************************************************************************/ 399 ****************************************************************************/
415 400
416/** 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/**
417 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
418 */ 418 */
419static int 419static int
420check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
421{ 421{
422 int count = 0; 422 int count = 0;
423 423
424 424 if (!item)
425 if (item == NULL)
426 return 0; 425 return 0;
427 op = op->below; 426
428 while (op != NULL) 427 for (op = op->below; op; op = op->below)
429 { 428 if (op->arch->archname == item)
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 431 count += op->number_of ();
439 } 432
440 }
441 op = op->below;
442 }
443 return count; 433 return count;
444} 434}
445 435
446/** 436/**
447 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only 438 * op is typically the player, which is only
449 * really used to determine what space to look at. 439 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
451 */ 441 */
452static void 442static void
453eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
454{ 444{
455 object *prev; 445 object *prev;
456 446
457 prev = op; 447 prev = op;
458 op = op->below; 448 op = op->below;
459 449
460 while (op != NULL) 450 while (op)
461 { 451 {
462 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
463 { 453 {
464 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
465 { 455 {
466 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
467 return; 457 return;
468 } 458 }
469 else 459 else
470 { 460 {
471 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
472 nrof -= op->nrof; 462 nrof -= op->nrof;
473 } 463 }
464
474 op = prev; 465 op = prev;
475 } 466 }
467
476 prev = op; 468 prev = op;
477 op = op->below; 469 op = op->below;
478 } 470 }
479} 471}
480 472
481/** 473/**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488static int
489check_weapon_power (const object *who, int improvs)
490{
491
492/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496#if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502#else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530#endif
531}
532
533/**
534 * 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.
535 * 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.
536 */ 476 */
537static int 477static int
538check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
539{ 479{
540 int count = 0; 480 int count = 0;
541 481
542 if (improver->slaying != NULL) 482 if (improver->slaying)
543 { 483 {
544 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
545 if (count < 1) 485 if (count < 1)
546 { 486 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 488 return 0;
552 } 489 }
553 } 490 }
554 else 491 else
555 count = 1; 492 count = 1;
558} 495}
559 496
560/** 497/**
561 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
562 */ 499 */
563int 500static int
564improve_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)
565{ 502{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 503 stat += sacrifice_count;
569 weapon->last_eat++; 504 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
571 decrease_ob (improver);
572 506
573 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
574 op->update_stats (); 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
575 return 1; 516 return 1;
576} 517}
577 518
578/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 524#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 526#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 529#define IMPROVE_INT 10
589#define IMPROVE_POW 11 530#define IMPROVE_POW 11
590
591 531
592/** 532/**
593 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
595 */ 535 */
596 536static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
599{ 538{
600 int sacrifice_count, i; 539 int sacrifice_count, i;
601 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
602 541
603 if (weapon->level != 0) 542 if (weapon->level != 0)
604 { 543 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
606 return 0; 545 return 0;
607 } 546 }
547
608 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 549 if (weapon->resist[i])
610 break; 550 break;
611 551
612 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
619 { 559 {
620 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.>");
621 return 0; 563 return 0;
622 } 564 }
565
623 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
625 return 0; 568 return 0;
569
626 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
629 572
630 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 ));
631 578
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 582 slot at once! */
636 decrease_ob (improver); 583 improver->decrease ();
637 weapon->last_eat = 0; 584 weapon->last_eat = 0;
638 return 1; 585 return 1;
639} 586}
640
641 587
642/** 588/**
643 * 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.
644 * This is the new improve weapon code. 590 * This is the new improve weapon code.
645 * 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.
648 * 594 *
649 * 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
650 * 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 ??
651 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
652 */ 598 */
653int 599static int
654improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
655{ 601{
656 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
657 603
658 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
661 } 606
662 if (weapon->level == 0) 607 if (weapon->level == 0)
663 { 608 {
664 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.>");
665 return 0; 612 return 0;
666 } 613 }
667 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
668 { 617 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 619 return 0;
671 } 620 }
672 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))
673 { 624 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
675 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 "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
677 return 0; 628 return 0;
678 } 629 }
630
679 /* 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
680 * 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,
681 * 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
682 * weapon can be improved. 634 * weapon can be improved.
683 */ 635 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 637 {
686 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
688 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));
689 weapon->last_eat++; 641 weapon->last_eat++;
690 642
691 weapon->item_power++; 643 weapon->item_power++;
692 decrease_ob (improver); 644 improver->decrease ();
693 return 1; 645 return 1;
694 } 646 }
647
695 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 649 {
697 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 652 if (weapon->weight < 1)
700 weapon->weight = 1; 653 weapon->weight = 1;
654
701 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));
702 weapon->last_eat++; 656 weapon->last_eat++;
703 weapon->item_power++; 657 weapon->item_power++;
704 decrease_ob (improver); 658 improver->decrease ();
705 return 1; 659 return 1;
706 } 660 }
661
707 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 663 {
709 weapon->magic++; 664 weapon->magic++;
710 weapon->last_eat++; 665 weapon->last_eat++;
711 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));
712 decrease_ob (improver); 667 improver->decrease ();
713 weapon->item_power++; 668 weapon->item_power++;
714 return 1; 669 return 1;
715 } 670 }
716 671
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
723 678
724 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
726 { 681 {
727 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));
728 return 0; 683 return 0;
729 } 684 }
685
730 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 687 weapon->item_power++;
732 688
733 switch (improver->stats.sp) 689 switch (improver->stats.sp)
734 { 690 {
735 case IMPROVE_STR:
736 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");
737 case IMPROVE_DEX:
738 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");
739 case IMPROVE_CON:
740 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");
741 case IMPROVE_WIS:
742 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");
743 case IMPROVE_CHA:
744 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");
745 case IMPROVE_INT:
746 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");
747 case IMPROVE_POW:
748 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");
749 default: 698 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
751 } 700 }
701
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 703 return 0;
754} 704}
755 705
756/** 706/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * 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, ...),
759 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
760 */ 710 */
761int 711static int
762check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
763{ 713{
764 object *otmp; 714 object *otmp;
765 715
766 if (op->type != PLAYER) 716 if (op->type != PLAYER)
767 return 0; 717 return 0;
718
768 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))
769 { 720 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 722 return 0;
772 } 723 }
724
773 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
774 if (!otmp) 727 if (!otmp)
775 { 728 {
776 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.>");
777 return 0; 730 return 0;
778 } 731 }
732
779 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 734 {
781 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!");
782 return 0; 736 return 0;
783 } 737 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
785 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
787 return 1; 743 return 1;
788} 744}
789 745
807 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
808 * the users level or 90) 764 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now. 766 * changing of physical area right now.
811 */ 767 */
812int 768static int
813improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
814{ 770{
815 object *tmp; 771 object *tmp;
816 772
817 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
818 { 774 {
819 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!");
820 return 0; 776 return 0;
821 } 777 }
778
822 /* 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,
823 * 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.
824 * 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
825 * of gnarg and what not?) 782 * of gnarg and what not?)
826 */ 783 */
827 if (armour->title) 784 if (armour->title)
828 { 785 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 787 return 0;
831 } 788 }
832 789
833 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
835 */ 792 */
836 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 794
841 armour->magic++; 795 armour->magic++;
842 796
843 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
844 { 798 {
849 { 803 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 805 pow++;
852 } 806 }
853 807
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 809 }
856 else 810 else
857 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;
858 812
859 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
860 { 814 {
861 int base = 100; 815 int base = 100;
862 int pow = 0; 816 int pow = 0;
865 { 819 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 821 pow++;
868 } 822 }
869 823
870 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
871 } 825 }
872 else 826 else
873 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;
874 828
875 if (armour->weight <= 0) 829 if (armour->weight <= 0)
876 { 830 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 832 armour->weight = 1;
879 } 833 }
880 834
881 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);
882 836
883 if (op->type == PLAYER) 837 if (op->type == PLAYER)
884 { 838 {
885 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 842 op->update_stats ();
888 } 843 }
889 decrease_ob (improver); 844
845 improver->decrease ();
846
890 if (tmp) 847 if (tmp)
891 { 848 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 849
893 esrv_send_item (op, tmp);
894 }
895 return 1; 850 return 1;
896} 851}
897
898 852
899/* 853/*
900 * 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
901 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
902 */ 856 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 857 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
910 * 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
911 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
912 */ 861 */
913int 862int
914convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
915{ 864{
916 int nr = 0; 865 sint64 nr = 0, price_in;
917 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;
918 874
919 /* 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,
920 * 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
921 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
922 */ 878 */
923 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
924 { 880 {
925 int cost;
926
927 if (item->type != MONEY) 881 if (item->type != MONEY)
928 return 0; 882 return 0;
929 883
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 885 if (!nr)
932 return 0; 886 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 887
934 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 889
936 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
938 893
939 price_in = cost * item->value; 894 price_in = cost * item->value;
940 } 895 }
941 else 896 else
942 { 897 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
945 return 0; 901 return 0;
946 902
947 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
948 { 906 {
949 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
952 } 910 }
953 else 911 else
954 { 912 {
955 price_in = item->value; 913 price_in = item->value;
956 item->destroy (); 914 item->destroy ();
957 } 915 }
958 } 916 }
959 917
960 if (converter->inv != NULL) 918 if (converter->inv)
961 { 919 {
962 object *ob; 920 object *ob;
963 int i; 921 int i;
964 object *ob_to_copy; 922 object *ob_to_copy;
965 923
966 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
968 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++)
969 {
970 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 928 ob_to_copy = ob;
973 } 929
974 } 930 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 933 }
979 else 934 else
980 { 935 {
981 if (converter->other_arch == NULL) 936 if (!conv_to)
982 { 937 {
983 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",
984 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 940 return -1;
986 } 941 }
987 942
988 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 945 }
991 946
992 if (CONV_NR (converter)) 947 if (give)
993 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
994 if (nr) 950 if (nr)
995 item->nrof *= nr; 951 item->nrof *= nr;
996 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
997 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 }
998 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
999 { 965 {
1000 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",
1001 &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);
1002
1003 /** 968 /**
1004 * 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
1005 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1006 */ 971 */
1007 } 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
1008 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);
1009 return 1; 980 return 1;
1010} 981}
1011 982
1012/** 983/**
1013 * Handle apply on containers. 984 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1017 */ 988 */
1018 989static int
1019int
1020apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1021{ 991{
1022 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 993 return 0; /* This might change */
1027 994
1028 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1029 { 996 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 998 return 0;
1032 } 999 }
1033 1000
1034 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1035 1002
1036 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;
1037 { 1007 }
1038 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)
1039 { 1013 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1041 return 1; 1016 return 1;
1042 } 1017 }
1043 1018 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1019 {
1059 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;
1060 { 1023 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1024
1081 if (tmp && tmp->type == CLOSE_CON) 1025 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1030 op->close_container ();
1090 { 1031 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1034 return 1;
1094 apply_container (op, tmp); 1035 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1096 op->container = sack; 1037 // it's locked?
1097 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1098 strcat (buf, "."); 1039 {
1099 } 1040 if (object *tmp = find_key (op, op, sack))
1100 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1042 else
1108 { 1043 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 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)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1045 return 1;
1145 } 1046 }
1146 }
1147 } 1047 }
1148 1048
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1050
1154 return 1; 1051 return 1;
1155} 1052}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1053
1282/** 1054/**
1283 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1285 */ 1057 */
1288{ 1060{
1289 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 1063 return 0;
1292 1064
1293 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1294 { 1066 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * 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
1297 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1298 */ 1070 */
1299 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1300 { 1072 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1076 * old maps.
1305 */ 1077 */
1306 1078
1307/* push_button (altar);*/ 1079/* push_button (altar);*/
1308 } 1080 }
1309 else 1081 else
1310 { 1082 {
1311 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1312 push_button (altar); 1084 push_button (altar, originator);
1313 } 1085 }
1314 1086
1315 return !sacrifice; 1087 return !sacrifice;
1316 } 1088 }
1317 else 1089 else
1332 double opinion; 1104 double opinion;
1333 object *tmp, *next; 1105 object *tmp, *next;
1334 1106
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1108
1337 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 ())
1338 { 1121 {
1339 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1341 * the shop. 1124 * the shop.
1342 */ 1125 */
1346 1129
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1131 {
1349 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);
1350 1133
1134 if (i >= 0)
1351 tmp->remove (); 1135 tmp->move (i);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 1136 }
1361 } 1137 }
1362 1138
1363 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1367 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1369 */ 1145 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1147 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1150
1376 if (i != -1) 1151 if (i != -1)
1377 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);
1378 1153
1379 return 0; 1154 return 0;
1380 } 1155 }
1156
1381 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1383 */ 1159 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 1161 }
1386 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1387 { 1163 {
1388 /* this is only used for players */ 1164 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1174 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1178 * actually the shop floor.
1396 */ 1179 */
1397 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1398 { 1181 {
1399 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1400 1183
1401 if (opinion > 0.9) 1184 op->statusmsg (
1402 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."
1403 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1189 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1190 }
1410 } 1191 }
1411 else 1192 else
1412 { 1193 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1196 * they are not on the mat anymore
1416 */ 1197 */
1417 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);
1418 1199
1419 if (i == -1) 1200 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1202 else
1424 { 1203 {
1425 op->remove (); 1204 op->remove ();
1426 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1437 * Handles applying a sign. 1216 * Handles applying a sign.
1438 */ 1217 */
1439static void 1218static void
1440apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1441{ 1220{
1442 readable_message_type *msgType; 1221 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 1222 return;
1444 1223
1445 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1446 { 1225 {
1447 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));
1448 return; 1227 return;
1449 } 1228 }
1450 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
1451 if (sign->stats.food) 1239 if (sign->stats.food)
1452 { 1240 {
1453 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1454 { 1242 {
1455 if (!sign->move_on) 1243 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1457 return; 1246 return;
1458 } 1247 }
1459 1248
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1250 sign->last_eat++;
1466 * 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
1467 * to us). 1256 * to us).
1468 */ 1257 */
1469 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)
1470 { 1259 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1472 return; 1261 return;
1473 } 1262 }
1474 msgType = get_readable_message_type (sign); 1263
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1476 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);
1477} 1306}
1478 1307
1479/** 1308/**
1480 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1495 return; 1324 return;
1496 1325
1497 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1499 */ 1328 */
1500 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1501 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1505 */ 1334 */
1506 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1507 { 1336 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1339 return;
1511 } 1340 }
1341
1512 recursion_depth++; 1342 recursion_depth++;
1513 if (trap->head) 1343 if (trap->head)
1514 trap = trap->head; 1344 trap = trap->head;
1515 1345
1516 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)))
1517 goto leave;
1518
1519 switch (trap->type) 1347 switch (trap->type)
1520 { 1348 {
1521 case PLAYERMOVER: 1349 case PLAYERMOVER:
1522 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:
1523 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1524 if (!trap->stats.maxsp) 1423 if (!trap->value)
1525 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1526 1426
1527 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1528 * 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
1529 */ 1442 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1531 1444
1532 /* 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)
1533 * above with some objects have zero speed, and thus the player 1446 {
1534 * 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 }
1535 */ 1456 }
1536 if (victim->speed_left < -50.0) 1457 break;
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1458 }
1540 goto leave;
1541 1459
1542 case SPINNER: 1460 case CONVERTER:
1543 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 { 1462 {
1595 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1596 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 } 1465 }
1607 1466
1608 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))
1609 { 1489 {
1610 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1611 * ab->above would be bogus 1491 * players output.
1612 */ 1492 */
1613 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1614 1495
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1616 { 1497 victim->enter_exit (trap);
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 } 1498 }
1626 goto leave; 1499 break;
1627 }
1628 1500
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1686 victim->enter_exit (trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER: 1501 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1692 goto leave; 1503 break;
1693 1504
1694 case SHOP_MAT: 1505 case SHOP_MAT:
1695 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1696 goto leave; 1507 break;
1697 1508
1698 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1701 goto leave; 1512 break;
1702 1513
1703 case SIGN: 1514 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1706 1517
1707 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1708 goto leave; 1519 break;
1709 1520
1710 case CONTAINER: 1521 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1715 goto leave; 1523 break;
1716 1524
1717 case RUNE: 1525 case RUNE:
1718 case TRAP: 1526 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1722 } 1529 break;
1723 goto leave;
1724 1530
1725 default: 1531 default:
1726 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 "
1727 "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);
1728 goto leave; 1534 break;
1729 } 1535 }
1730 1536
1731leave:
1732 recursion_depth--; 1537 recursion_depth--;
1733} 1538}
1734 1539
1735/** 1540/**
1736 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1741 int lev_diff; 1546 int lev_diff;
1742 object *skill_ob; 1547 object *skill_ob;
1743 1548
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1550 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1747 return; 1552 return;
1748 } 1553 }
1554
1749 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1750 { 1556 {
1751 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));
1752 return; 1558 return;
1753 } 1559 }
1754 1560
1755 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1563 if (!skill_ob)
1758 { 1564 {
1759 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));
1760 return; 1566 return;
1761 } 1567 }
1568
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1571 {
1765 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1766 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."
1767 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 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."
1769 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return; 1578 return;
1778 } 1579 }
1779 1580
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1582
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1783 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1784 "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));
1785 1586
1786 /* gain xp from reading */ 1587 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1589 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 { 1593 {
1793 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795 1596
1796 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1799 else
1800 op->contr->ns->floorbox_update ();
1801 } 1599 }
1802 1600
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 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 */
1805 } 1603 }
1806} 1604}
1807 1605
1808/** 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/**
1809 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1810 * 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
1811 */ 1662 */
1812static void 1663static void
1813apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1814{ 1665{
1815 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1816 { 1667 {
1817 case 0: 1668 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1819 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)));
1820 return; 1671 break;
1821 1672
1822 case 1: 1673 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 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));
1825 return; 1677 break;
1826 1678
1827 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1828 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)));
1829 decrease_ob (tmp);
1830 return; 1683 break;
1831 } 1684 }
1832} 1685}
1833 1686
1834/** 1687/**
1835 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1855 return; 1708 return;
1856 } 1709 }
1857 return; 1710 return;
1858 } 1711 }
1859 1712
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1861 tmp = spell->clone (); 1715 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1863 1717
1864 if (special_prayer) 1718 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1738 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1740 return;
1887 } 1741 }
1888 1742
1889 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));
1890 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1746 spob->destroy ();
1893} 1747}
1894 1748
1902{ 1756{
1903 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1904 1758
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1760 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1908 return; 1762 return;
1909 } 1763 }
1910 1764
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1767 * legacy spellbooks
1914 */ 1768 */
1915
1916 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1917 { 1770 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1772 if (!spell)
1920 { 1773 {
1921 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));
1922 return; 1775 return;
1923 } 1776 }
1924 else 1777 else
1925 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1926 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1927 } 1781 }
1928 1782
1929 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1930 1784
1931 /* 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
1932 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1787 if (!skop)
1934 { 1788 {
1935 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));
1936 return; 1790 return;
1937 } 1791 }
1938 1792
1939 spell = tmp->inv; 1793 spell = tmp->inv;
1940 1794
1941 if (!spell) 1795 if (!spell)
1942 { 1796 {
1943 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);
1944 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!");
1945 return; 1799 return;
1946 } 1800 }
1947 1801
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1949 { 1804 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1951 return; 1807 return;
1952 } 1808 }
1953 1809
1954 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));
1955 1811
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp); 1813 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->ns->floorbox_update ();
1964 }
1965 1814
1966 /* 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
1967 * 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
1968 * 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
1969 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1970 */ 1819 */
1971 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1972 { 1821 {
1973 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");
1974 return; 1823 return;
1975 } 1824 }
1976 1825
1977 if (spell->skill) 1826 if (spell->skill)
1978 { 1827 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1980 1829
1981 if (!spell_skill) 1830 if (!spell_skill)
1982 { 1831 {
1983 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));
1984 return; 1833 return;
1985 } 1834 }
1986 1835
1987 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1988 { 1837 {
1989 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));
1990 return; 1839 return;
1991 } 1840 }
1992 } 1841 }
1993 1842
1994 /* Logic as follows 1843 /* Logic as follows
2003 * 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
2004 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2005 */ 1854 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1856 {
2008 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!");
2009 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));
2010 } 1859 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (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])
2013 { 1862 {
2014 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2017 1865
2018 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 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);
2021 } 1869 }
2022 else 1870 else
2023 { 1871 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2025 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");
2026 } 1874 }
2027 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2028} 1877}
2029 1878
2030/** 1879/**
2031 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2032 */ 1881 */
2035{ 1884{
2036 object *skop; 1885 object *skop;
2037 1886
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1888 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2041 return; 1890 return;
2042 } 1891 }
2043 1892
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1894 {
2046 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.>");
2047 return; 1896 return;
2048 } 1897 }
2049 1898
2050 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2051 { 1900 {
2057 */ 1906 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1908
2060 if (!skop) 1909 if (!skop)
2061 { 1910 {
2062 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]));
2063 return; 1912 return;
2064 } 1913 }
2065 1914
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1917 }
2069 1918
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1920 identify (tmp);
2072 1921
2073 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));
2074
2075 1923
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1925 tmp->decrease ();
2078} 1926}
2079 1927
2080/** 1928/**
2081 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2083 * chest. 1931 * chest.
2084 */ 1932 */
2085static void 1933static void
2086apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2087{ 1935{
2088 object *treas;
2089
2090
2091 /* 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
2092 * 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
2093 * 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
2094 * 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
2095 * treasure 1940 * treasure
2096 */ 1941 */
2097
2098 treas = tmp->inv; 1942 object *treas = tmp->inv;
2099 if (treas == NULL) 1943
1944 if (!treas)
2100 { 1945 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1947 tmp->decrease ();
2103 return; 1948 return;
2104 } 1949 }
1950
2105 while (tmp->inv) 1951 while (tmp->inv)
2106 { 1952 {
2107 treas = tmp->inv; 1953 treas = tmp->inv;
2108
2109 treas->remove (); 1954 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1955
2112 treas->x = op->x; 1956 treas->x = op->x;
2113 treas->y = op->y; 1957 treas->y = op->y;
2114 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);
2115 1959
2116 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))
2117 spring_trap (treas, op); 1961 spring_trap (treas, op);
2118 1962
2119 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2123 */ 1967 */
2124 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2125 break; 1969 break;
2126 } 1970 }
2127 1971
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1973 tmp->decrease (true);
2130
2131}
2132
2133/**
2134 * op eats food.
2135 * If player, takes care of messages and dragon special food.
2136 */
2137static void
2138apply_food (object *op, object *tmp)
2139{
2140 int capacity_remaining;
2141
2142 if (op->type != PLAYER)
2143 op->stats.hp = op->stats.maxhp;
2144 else
2145 {
2146 /* check if this is a dragon (player), eating some flesh */
2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 ;
2149 else
2150 {
2151 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2154 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158 }
2159
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl (op))
2165 {
2166 /* eating message for normal players */
2167 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2172 else
2173 {
2174 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176 }
2177
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50;
2183 else
2184 op->stats.hp += tmp->stats.food / 50;
2185 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999)
2188 op->stats.food = 999;
2189 }
2190
2191 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp);
2194 }
2195 }
2196 handle_apply_yield (tmp);
2197 decrease_ob (tmp);
2198} 1974}
2199 1975
2200/** 1976/**
2201 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * 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.
2205 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2206 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2207 * return: 1983 * return:
2208 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2209 */ 1985 */
2210int 1986static int
2211dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2212{ 1988{
2213 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2216 1992
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2003 return 0;
2229 2004
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2006 from the player's inventory */
2232 shstr_cmp dragon_ability_force ("dragon_ability_force");
2233 shstr_cmp dragon_skin_force ("dragon_skin_force");
2234
2235 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2236 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2237 if (tmp->arch->name == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2238 skin = tmp; 2010 skin = tmp;
2239 else if (tmp->arch->name == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2240 abil = tmp; 2012 abil = tmp;
2241 2013
2242 /* 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
2243 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2244 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2247 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2248 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2249 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2250 else 2022 else
2251 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2252 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2253 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2254 2027
2255 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2256 2029
2257 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2258 2031
2259 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2260 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2270 2043
2271 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2272 flesh is too rare */ 2045 flesh is too rare */
2273 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2274 2047
2275 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2276 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2277 2050
2278 if (chance >= 0.) 2051 if (chance >= 0.)
2279 chance += 1.; 2052 chance += 1.;
2280 else 2053 else
2281 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2282 2055
2283 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2284 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2285 2058
2286 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2287 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2288 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2289 2062
2290 /* 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!) */
2291 if (rndm (10000) < (int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2292 { 2065 {
2293 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2294 winners++; 2067 winners++;
2295 } 2068 }
2296 2069
2301 } 2074 }
2302 } 2075 }
2303 2076
2304 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2305 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2306 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2307 if (totalchance > 50.) 2082 if (totalchance > 50.)
2308 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2309 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2310 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2311 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2312 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2313 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2314 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2315 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2316 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2317 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))
2318 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2319 else 2094 else
2320 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2321 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2322 2098
2323 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2324 i = -1; 2100 i = -1;
2325 if (winners > 0) 2101 if (winners > 0)
2326 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2327 2103
2328 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2329 { 2105 {
2330 /* resistance increased! */ 2106 /* resistance increased! */
2331 skin->resist[i]++; 2107 skin->resist[i]++;
2332 op->update_stats (); 2108 op->update_stats ();
2333 2109
2334 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]));
2335 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2336 } 2111 }
2337 2112
2338 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2339 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 */
2340 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)
2341 { 2116 {
2342 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> */
2343 2118
2344 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
2345 { 2125 ));
2346 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2347 new_draw_info (NDI_UNIQUE, 0, op, buf);
2348 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2349 new_draw_info (NDI_UNIQUE, 0, op, buf);
2350 }
2351 else 2126 else
2352 { 2127 {
2353 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]));
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 abil->last_eat = 0; 2129 abil->last_eat = 0;
2356 } 2130 }
2357 } 2131 }
2132
2358 return 1; 2133 return 1;
2134}
2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2142{
2143 int capacity_remaining;
2144
2145 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp;
2147 else
2148 {
2149 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2151 ;
2152 else
2153 {
2154 /* usual case - no dragon meal: */
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 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
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 ();
2359} 2210}
2360 2211
2361/** 2212/**
2362 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2363 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2365static void 2216static void
2366apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2367{ 2218{
2368 object *armor; 2219 object *armor;
2369 2220
2370 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))
2371 { 2222 {
2372 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.>");
2373 return; 2224 return;
2374 } 2225 }
2375 2226
2376 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2377 2228
2378 if (!armor) 2229 if (!armor)
2379 { 2230 {
2380 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.");
2381 return; 2232 return;
2382 } 2233 }
2383 2234
2384 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2385 && armor->type != CLOAK 2236 && armor->type != CLOAK
2386 && 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)
2387 { 2238 {
2388 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2389 return; 2240 return;
2390 } 2241 }
2391 2242
2392 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2393 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2394} 2245}
2395 2246
2396extern void 2247void
2397apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2398{ 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
2399 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2400 { 2256 {
2401 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2402 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2403 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2404 } 2260 }
2261
2405 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2406 { 2263 {
2407 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);
2408 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2409 } 2266 }
2267
2410 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2411 handle_apply_yield (tmp); 2269 poison->destroy ();
2412 decrease_ob (tmp);
2413} 2270}
2414 2271
2415/** 2272/**
2416 * This function 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.
2417 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2422 * 2279 *
2423 * 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
2424 * 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
2425 * 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).
2426 */ 2283 */
2427int 2284static int
2428is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2429{ 2286{
2430 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2431 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 */
2432 2289
2433#if 0 //TODO 2290#if 0 //TODO
2434 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2435 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2436#endif 2293#endif
2437 2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2438 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2439 2298
2440 if (exitmap) 2299 if (exitmap)
2441 { 2300 {
2442 exitmap->load_sync (); 2301 exitmap->load_sync ();
2455 continue; /*Not a valid exit */ 2314 continue; /*Not a valid exit */
2456 2315
2457 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2458 continue; /*Not in the same place */ 2317 continue; /*Not in the same place */
2459 2318
2460 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2319 if (exit->map->path != EXIT_PATH (tmp))
2461 continue; /*Not in the same map */ 2320 continue; /*Not in the same map */
2462 2321
2463 /* 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
2464 * 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
2465 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2498 } 2357 }
2499 2358
2500 return 0; 2359 return 0;
2501} 2360}
2502 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}
2503 2709
2504/** 2710/**
2505 * Main apply handler. 2711 * Main apply handler.
2506 * 2712 *
2507 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2509 * Return value: 2715 * Return value:
2510 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2511 * 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
2512 * 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
2513 * 2719 *
2514 * 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
2515 * being applied. 2721 * being applied.
2516 * 2722 *
2517 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2518 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2519 */ 2725 */
2520
2521int 2726int
2522manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2523{ 2728{
2524 if (tmp->head) 2729 op = op->head_ ();
2525 tmp = tmp->head;
2526 2730
2527 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2528 { 2732 {
2529 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2530 { 2734 {
2531 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
2532 return 1; 2737 return 1;
2533 } 2738 }
2534 else 2739 else
2535 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2536 } 2741 }
2537 2742
2538 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2539 return RESULT_INT (0); 2744 return RESULT_INT (0);
2540 2745
2541 switch (tmp->type) 2746 switch (op->type)
2542 { 2747 {
2543 case CF_HANDLE: 2748 case T_HANDLE:
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2545 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2546 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2547 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2548 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2549 push_button (tmp); 2754 push_button (op, who);
2550 return 1; 2755 return 1;
2551 2756
2552 case TRIGGER: 2757 case TRIGGER:
2553 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2554 { 2759 {
2555 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2556 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2557 } 2762 }
2558 else 2763 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2560 2765
2561 return 1; 2766 return 1;
2562 2767
2563 case EXIT: 2768 case EXIT:
2564 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2565 return 0; 2770 return 0;
2566 2771
2567 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2568 { 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)));
2569 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2570 }
2571 else 2774 else
2572 { 2775 {
2573 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2574 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2575 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2576 2779
2577 op->enter_exit (tmp); 2780 who->enter_exit (op);
2578 } 2781 }
2782
2579 return 1; 2783 return 1;
2580 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
2581 case SIGN: 2790 case SIGN:
2582 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2583 return 1; 2792 return 1;
2584 2793
2585 case BOOK: 2794 case BOOK:
2586 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2587 { 2796 {
2588 apply_book (op, tmp); 2797 apply_book (who, op);
2589 return 1; 2798 return 1;
2590 } 2799 }
2591 else 2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2592 { 2805 {
2593 return 0;
2594 }
2595
2596 case SKILLSCROLL:
2597 if (op->type == PLAYER)
2598 {
2599 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2600 return 1;
2601 }
2602 return 0;
2603
2604 case SPELLBOOK:
2605 if (op->type == PLAYER)
2606 {
2607 apply_spellbook (op, tmp);
2608 return 1;
2609 }
2610 return 0;
2611
2612 case SCROLL:
2613 apply_scroll (op, tmp, 0);
2614 return 1;
2615
2616 case POTION:
2617 (void) apply_potion (op, tmp);
2618 return 1;
2619
2620 /* Eneq(@csd.uu.se): Handle apply on containers. */
2621 case CLOSE_CON:
2622 if (op->type == PLAYER)
2623 (void) esrv_apply_container (op, tmp->env);
2624 else
2625 (void) apply_container (op, tmp->env);
2626 return 1;
2627
2628 case CONTAINER:
2629 if (op->type == PLAYER)
2630 (void) esrv_apply_container (op, tmp);
2631 else
2632 (void) apply_container (op, tmp);
2633 return 1;
2634
2635 case TREASURE:
2636 if (op->type == PLAYER)
2637 {
2638 apply_treasure (op, tmp);
2639 return 1; 2807 return 1;
2640 } 2808 }
2641 else 2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2642 { 2814 {
2815 apply_spellbook (who, op);
2643 return 0; 2816 return 1;
2644 } 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;
2645 2852
2646 case WEAPON: 2853 case WEAPON:
2647 case ARMOUR: 2854 case ARMOUR:
2648 case BOOTS: 2855 case BOOTS:
2649 case GLOVES: 2856 case GLOVES:
2657 case WAND: 2864 case WAND:
2658 case ROD: 2865 case ROD:
2659 case HORN: 2866 case HORN:
2660 case SKILL: 2867 case SKILL:
2661 case BOW: 2868 case BOW:
2662 case LAMP:
2663 case BUILDER: 2869 case BUILDER:
2664 case SKILL_TOOL: 2870 case SKILL_TOOL:
2665 if (tmp->env != op) 2871 if (op->env != who)
2666 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2873
2667 (void) apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2668 return 1; 2875 return 1;
2669 2876
2670 case DRINK: 2877 case DRINK:
2671 case FOOD: 2878 case FOOD:
2672 case FLESH: 2879 case FLESH:
2673 apply_food (op, tmp); 2880 apply_food (who, op);
2674 return 1; 2881 return 1;
2675 2882
2676 case POISON: 2883 case POISON:
2677 apply_poison (op, tmp); 2884 apply_poison (who, op);
2678 return 1; 2885 return 1;
2679 2886
2680 case SAVEBED: 2887 case SAVEBED:
2681 return 1; 2888 return 1;
2682 2889
2683 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2684 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2685 { 2892 {
2686 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2687 return 1; 2894 return 1;
2688 } 2895 }
2689 else 2896 else
2690 return 0; 2897 return 0;
2691 2898
2692 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2693 (void) check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2694 return 1; 2901 return 1;
2695 2902
2696 case CLOCK: 2903 case CLOCK:
2697 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2698 { 2905 {
2699 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2700 timeofday_t tod; 2907 timeofday_t tod;
2701 2908
2702 get_tod (&tod); 2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2703 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2704 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2705 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2706 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2915 ));
2707 new_draw_info (NDI_UNIQUE, 0, op, buf);
2708 return 1; 2916 return 1;
2709 } 2917 }
2710 else 2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2711 { 2923 {
2712 return 0;
2713 }
2714
2715 case MENU:
2716 if (op->type == PLAYER)
2717 {
2718 shop_listing (op); 2924 shop_listing (op, who);
2719 return 1; 2925 return 1;
2720 } 2926 }
2721 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)
2722 { 2936 {
2723 return 0;
2724 }
2725
2726 case POWER_CRYSTAL:
2727 apply_power_crystal (op, tmp); /* see egoitem.c */
2728 return 1;
2729
2730 case LIGHTER: /* for lighting torches/lanterns/etc */
2731 if (op->type == PLAYER)
2732 {
2733 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2734 return 1; 2938 return 1;
2735 } 2939 }
2736 else 2940 else
2737 {
2738 return 0; 2941 return 0;
2739 }
2740 2942
2741 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2742 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2743 return 1; 2945 return 1;
2744 2946
2745 default: 2947 default:
2746 return 0; 2948 return 0;
2747 } 2949 }
2748} 2950}
2749
2750 2951
2751/* 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"
2752 * 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
2753 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2754 * 2955 *
2755 * Same return value as apply() function. 2956 * Same return value as apply() function.
2756 */ 2957 */
2757int 2958int
2758player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2759{ 2960{
2760 int tmp;
2761
2762 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2763 { 2962 {
2764 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2765 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2766 { 2965 {
2767 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.>");
2768 return 0; 2969 return 0;
2769 } 2970 }
2770 } 2971 }
2771 2972
2772 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2773 * applied.
2774 */
2775 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2776 {
2777 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2778 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2779 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2780 op->destroy ();
2781 return 1;
2782 }
2783
2784 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2785 2974
2786 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2787 if (!quiet) 2977 if (!quiet)
2788 { 2978 {
2789 if (tmp == 0) 2979 if (tmp == 0)
2790 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)));
2791 else if (tmp == 2) 2981 else if (tmp == 2)
2792 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2793 } 2983 }
2984
2794 return tmp; 2985 return tmp;
2795} 2986}
2796 2987
2797/** 2988/**
2798 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2799 * 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
2800 * we use the ground. 2991 * we use the ground.
2801 */ 2992 */
2802
2803void 2993void
2804player_apply_below (object *pl) 2994player_apply_below (object *pl)
2805{ 2995{
2806 object *tmp, *next;
2807 int floors; 2996 int floors = 0;
2808 2997
2809 /* 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
2810 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2811 */
2812 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2813
2814 /* 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
2815 * 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
2816 * 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
2817 * 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
2818 * not return a proper value. 3004 * not return a proper value.
2819 */ 3005 */
2820 for (floors = 0; tmp != NULL; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2821 { 3007 {
2822 next = tmp->below; 3008 next = tmp->below;
3009
2823 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2824 floors++; 3011 floors++;
2825 else if (floors > 0) 3012 else if (floors > 0)
2826 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2827 3014
2829 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2830 * 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
2831 * the item needs. 3018 * the item needs.
2832 */ 3019 */
2833 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2834 {
2835 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2836 return; 3022 return;
2837 } 3023
2838 if (floors >= 2) 3024 if (floors >= 2)
2839 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2840 } 3026 }
2841} 3027}
2842 3028
2847 * 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.
2848 */ 3034 */
2849static int 3035static int
2850unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2851{ 3037{
2852 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)))
2853 return RESULT_INT (0); 3040 return RESULT_INT (0);
2854 3041
2855 object *tmp2;
2856
2857 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2858 switch (op->type) 3044 switch (op->type)
2859 { 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
2860 case WEAPON: 3060 case WEAPON:
2861 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 }
2862 3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
2863 (void) change_abil (who, op); 3070 change_abil (who, op);
2864 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2865 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2866 clear_skill (who);
2867 break; 3072 break;
2868 3073
2869 case SKILL: /* allows objects to impart skills */
2870 case SKILL_TOOL: 3074 case SKILL:
2871 if (op != who->chosen_skill) 3075 if (who->contr)
2872 { 3076 {
2873 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)));
2874 } 3086 }
2875 if (who->type == PLAYER) 3087
2876 {
2877 if (who->contr->shoottype == range_skill)
2878 who->contr->shoottype = range_none;
2879 if (!op->invisible)
2880 {
2881 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2882 }
2883 else
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op); 3088 change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break; 3090 break;
2892 3091
2893 case ARMOUR: 3092 case ARMOUR:
2894 case HELMET: 3093 case HELMET:
2898 case GLOVES: 3097 case GLOVES:
2899 case AMULET: 3098 case AMULET:
2900 case GIRDLE: 3099 case GIRDLE:
2901 case BRACERS: 3100 case BRACERS:
2902 case CLOAK: 3101 case CLOAK:
2903 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2904 (void) change_abil (who, op); 3103 change_abil (who, op);
2905 break; 3104 break;
2906 case LAMP:
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2908 tmp2 = arch_to_object (op->other_arch);
2909 tmp2->x = op->x;
2910 tmp2->y = op->y;
2911 tmp2->map = op->map;
2912 tmp2->below = op->below;
2913 tmp2->above = op->above;
2914 tmp2->stats.food = op->stats.food;
2915 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2916 3105
2917 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2918 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2919
2920 if (who->type == PLAYER)
2921 esrv_del_item (who->contr, op->count);
2922
2923 op->destroy ();
2924 insert_ob_in_ob (tmp2, who);
2925 who->update_stats ();
2926 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2927 {
2928 if (who->type == PLAYER)
2929 {
2930 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2931 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2932 }
2933 }
2934 if (who->type == PLAYER)
2935 esrv_send_item (who, tmp2);
2936 return 1; /* otherwise, an attempt to drop causes problems */
2937 break;
2938 case BOW: 3106 case BOW:
2939 case WAND: 3107 case WAND:
2940 case ROD: 3108 case ROD:
2941 case HORN: 3109 case HORN:
2942 clear_skill (who); 3110 if (player *pl = who->contr)
2943 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2944 if (who->type == PLAYER)
2945 { 3111 {
2946 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)));
2947 } 3119 }
2948 else 3120 else
2949 { 3121 {
3122 who->change_skill (0);
3123
2950 if (op->type == BOW) 3124 if (op->type == BOW)
2951 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2952 else 3126 else
2953 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2954 } 3128 }
3129
2955 break; 3130 break;
2956 3131
2957 case BUILDER: 3132 case BUILDER:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3133 if (who->contr)
2959 who->contr->shoottype = range_none; 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2960 who->contr->ranges[range_builder] = NULL;
2961 break; 3135 break;
2962 3136
2963 default: 3137 default:
2964 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2965 break; 3139 break;
2966 } 3140 }
2967 3141
3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op);
3145
2968 who->update_stats (); 3146 who->update_stats ();
2969 3147
2970 if (!(aflags & AP_NO_MERGE))
2971 {
2972 object *tmp;
2973
2974 tmp = merge_ob (op, NULL);
2975 if (who->type == PLAYER)
2976 {
2977 if (tmp)
2978 { /* it was merged */
2979 esrv_del_item (who->contr, op->count);
2980 op = tmp;
2981 }
2982
2983 esrv_send_item (who, op);
2984 }
2985 }
2986 return 0; 3148 return 0;
2987} 3149}
2988 3150
2989/** 3151/**
2990 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2991 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2992 * 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
2993 * something like: 3155 * something like:
2994 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2995 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2996 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2997 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2998 * 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.
2999 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
3000 * invisible other objects that use 3162 * invisible other objects that use
3001 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
3002 */ 3164 */
3003object * 3165static object *
3004get_item_from_body_location (object *start, int loc) 3166get_next_item_from_body_location (int loc, object *start)
3005{ 3167{
3006 object *tmp;
3007
3008 if (!start)
3009 return NULL;
3010
3011 for (tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
3012 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))
3013 return tmp; 3172 return tmp;
3014 3173
3015 return NULL; 3174 return 0;
3016} 3175}
3017
3018
3019 3176
3020/** 3177/**
3021 * '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.
3022 * This should only be called when it is known 3179 * This should only be called when it is known
3023 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
3026 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
3027 * 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
3028 * 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
3029 * another function that does just that. 3186 * another function that does just that.
3030 */ 3187 */
3031int 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
3032unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3033{ 3196{
3034 int i; 3197 if (op->is_range ())
3035 object *tmp = NULL, *last;
3036
3037 /* If we are applying a shield or weapon, unapply any equipped shield
3038 * or weapons first - only allowed to use one weapon/shield at a time.
3039 */
3040 if (op->type == WEAPON || op->type == SHIELD)
3041 {
3042 for (tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3043 {
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3045 {
3046 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)))
3047 { 3201 {
3048 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
3049 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
3050 else 3204 else
3051 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3052 } 3206 }
3053 else 3207 else
3054 { 3208 {
3055 /* 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.
3056 * 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
3057 * at least generate the message. 3211 * at least generate the message.
3058 */ 3212 */
3059 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)));
3060 return 1; 3214 return 1;
3061 }
3062
3063 } 3215 }
3064 }
3065 }
3066 3216
3067 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3068 { 3218 {
3069 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
3070 if (op->body_info[i]) 3220 if (op->slot[i].info)
3071 { 3221 {
3072 last = who->inv; 3222 object *last = who->inv;
3073 3223
3074 /* 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
3075 * to free up enough slots. 3225 * to free up enough slots.
3076 */ 3226 */
3077 while ((who->body_used[i] + op->body_info[i]) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3078 { 3228 {
3079 tmp = get_item_from_body_location (last, i); 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3080 if (!tmp) 3231 if (!tmp)
3081 { 3232 {
3082#if 0 3233#if 0
3083 /* 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
3084 * equipped. 3235 * equipped.
3085 */ 3236 */
3086 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);
3087#endif 3238#endif
3088 return 1; 3239 return 1;
3089 } 3240 }
3241
3090 /* 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 */
3091 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))))
3092 { 3244 {
3093 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
3094 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
3095 else 3247 else
3096 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
3097 } 3249 }
3098 else 3250 else
3099 { 3251 {
3100 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
3101 * 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,
3102 * 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
3103 * one cursed ring.) 3255 * one cursed ring.)
3104 */ 3256 */
3105 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)));
3106 } 3258 }
3259
3107 last = tmp->below; 3260 last = tmp->below;
3108 } 3261 }
3109 /* 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
3110 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
3111 */ 3264 */
3112 } /* if op is using this body location */ 3265 } /* if op is using this body location */
3113 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
3114 return 0; 3268 return 0;
3115} 3269}
3116 3270
3117/** 3271/**
3118 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
3119 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
3120 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
3121 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
3122 * 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
3123 * 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?)
3124 * 3278 *
3125 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
3126 * these return values. 3280 * these return values.
3127 */ 3281 */
3128int 3282int
3129can_apply_object (object *who, object *op) 3283can_apply_object (object *who, object *op)
3130{ 3284{
3131 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)))
3132 return RESULT_INT (0); 3286 return RESULT_INT (0);
3133 3287
3134 int i, retval = 0; 3288 int retval = 0;
3135 object *tmp = NULL, *ws = NULL; 3289 object *tmp = 0, *ws = 0;
3136 3290
3137 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3138 * 2 weapons, but we don't want to let them do that. So if they are
3139 * trying to equip a weapon or shield, see if they already have one
3140 * in place and store that way.
3141 */
3142 if (op->type == WEAPON || op->type == SHIELD)
3143 { 3292 {
3144 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3293 if (op->slot[i].info)
3145 { 3294 {
3146 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)
3147 { 3297 {
3148 retval = CAN_APPLY_UNAPPLY;
3149 ws = tmp;
3150 }
3151 }
3152 }
3153
3154
3155 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3156 {
3157 if (op->body_info[i])
3158 {
3159 /* Item uses more slots than we have */
3160 if (FABS (op->body_info[i]) > who->body_info[i])
3161 {
3162 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 3299 * really needed.
3164 */ 3300 */
3165 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
3166 } 3302 }
3167 else if ((who->body_used[i] + op->body_info[i]) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
3168 { 3304 {
3169 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
3170 * we have. 3306 * we have.
3171 */ 3307 */
3172 object *tmp1;
3173
3174 3308
3175 /* 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
3176 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
3177 * 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
3178 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
3179 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
3180 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
3181 * may be two handed for example. 3315 * may be two handed for example.
3182 */ 3316 */
3183 if (ws) 3317 if (ws)
3184 { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3185 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3186 { 3319 {
3187 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
3188 continue; 3321 continue;
3189 } 3322 }
3190 }
3191 3323
3192 tmp1 = get_item_from_body_location (who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3193 if (!tmp1) 3325 if (!tmp1)
3194 { 3326 {
3195#if 0 3327#if 0
3196 /* 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
3197 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
3205 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3206 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3207 * to apply multiple objects 3339 * to apply multiple objects
3208 */ 3340 */
3209 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3210 if (!tmp) 3343 if (!tmp)
3211 tmp = tmp1; 3344 tmp = tmp1;
3212 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
3213 {
3214 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3215 } 3347
3216 /* 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
3217 * 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
3218 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3219 */ 3351 */
3220 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)
3221 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3222 3355
3223 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3224 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3225 */ 3358 */
3226 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)
3227 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3228
3229 } 3361 }
3230 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3231 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3232 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3233 3365
3238 * 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
3239 * all use the same location. 3371 * all use the same location.
3240 */ 3372 */
3241 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3242 retval |= CAN_APPLY_RESTRICTION; 3374 retval |= CAN_APPLY_RESTRICTION;
3375
3243 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3244 retval |= CAN_APPLY_RESTRICTION; 3377 retval |= CAN_APPLY_RESTRICTION;
3245 3378
3246
3247 if (who->type != PLAYER) 3379 if (who->type != PLAYER)
3248 { 3380 {
3249 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))
3250 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3251 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3252 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3386
3253 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3254 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3257 } 3392 }
3393
3258 return retval; 3394 return retval;
3259} 3395}
3260
3261
3262 3396
3263/** 3397/**
3264 * 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.
3265 * 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,
3266 * 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
3275 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3276 * 3410 *
3277 * Optional flags: 3411 * Optional flags:
3278 * 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
3279 * 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
3280 * 3415 *
3281 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3282 * 3417 *
3283 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3284 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3285int 3424int
3286apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3287{ 3426{
3288 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3289 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3290 int i;
3291 3429
3292 if (who == NULL) 3430 if (who == NULL)
3293 { 3431 {
3294 LOG (llevError, "apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3295 return 1; 3433 return 1;
3305 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3306 return 0; 3444 return 0;
3307 3445
3308 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)))
3309 { 3447 {
3310 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)));
3311 return 1; 3449 return 1;
3312 } 3450 }
3451
3313 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3314 } 3453 }
3315
3316 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3317 return 0; 3455 return 0;
3318 3456
3319 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);
3320 3467
3321 /* 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 */
3322 if (i) 3469 if (int i = can_apply_object (who, op))
3323 { 3470 {
3324 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3325 { 3472 {
3326 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)));
3327 return 1; 3474 return 1;
3328 } 3475 }
3329 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3330 { 3477 {
3331 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 ));
3332 return 1; 3483 return 1;
3333 } 3484 }
3485
3334 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3335 { 3487 {
3336 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3337 if (unapply_for_ob (who, op, aflags)) 3489 if (unapply_for_ob (who, op, aflags))
3338 return 1; 3490 return 1;
3339 } 3491 }
3340 else 3492 else
3341 { 3493 {
3342 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))
3343 { 3495 {
3344 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3345 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3346 return 1; 3498 return 1;
3347 } 3499 }
3348 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))
3349 {
3350 i = unapply_for_ob (who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3351 if (i)
3352 return 1; 3502 return 1;
3353 }
3354 } 3503 }
3355 } 3504 }
3356 3505
3357 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3358 { 3507 {
3359 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3509
3360 if (!skop) 3510 if (!skop)
3361 { 3511 {
3362 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));
3363 return 1; 3513 return 1;
3364 } 3514 }
3365 else 3515 else
3366 {
3367 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3368 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3369 */ 3518 */
3370 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3371 }
3372 }
3373
3374 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3375 { 3520 }
3376 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);
3377 return 1; 3525 return 1;
3378 } 3526 }
3379
3380 3527
3381 /* 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.
3382 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3383 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3384 */ 3531 */
3385 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3386
3387 if (op->nrof > 1)
3388 tmp = get_split_ob (op, op->nrof - 1);
3389 else
3390 tmp = NULL;
3391 3533
3392 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)))
3393 return RESULT_INT (0); 3535 return RESULT_INT (0);
3394 3536
3395 switch (op->type) 3537 switch (op->type)
3396 { 3538 {
3397 case WEAPON: 3539 case WEAPON:
3398 if (!check_weapon_power (who, op->last_eat)) 3540 //TODO: this obviously fails for players using a shorter prefix
3399 { 3541 // i.e. "R" can use Ragnarok's sword.
3400 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))
3401 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3402 if (tmp != NULL)
3403 (void) insert_ob_in_ob (tmp, who);
3404 return 1;
3405 }
3406 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3407 { 3543 {
3408 /* 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. */
3409 /* (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) */
3410 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
3411 if (tmp != NULL) 3548 if (tmp)
3412 (void) insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3550
3413 return 1; 3551 return 1;
3414 } 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
3415 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3416
3417 if (skop)
3418 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3419 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
3420 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3421
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423
3424 (void) change_abil (who, op); 3569 change_abil (who, op);
3425 break; 3570 break;
3426 3571
3427 case ARMOUR: 3572 case ARMOUR:
3428 case HELMET: 3573 case HELMET:
3429 case SHIELD: 3574 case SHIELD:
3433 case BRACERS: 3578 case BRACERS:
3434 case CLOAK: 3579 case CLOAK:
3435 case RING: 3580 case RING:
3436 case AMULET: 3581 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3439 (void) change_abil (who, op); 3584 change_abil (who, op);
3440 break; 3585 break;
3441 case LAMP: 3586
3442 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))
3443 { 3592 {
3444 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
3445 return 1; 3682 return 1;
3446 } 3683 }
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3448 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED);
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3453 insert_ob_in_ob (tmp2, who);
3454 3684
3455 /* Remove the old lantern */ 3685 /*FALLTHROUGH*/
3456 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count);
3458
3459 op->destroy ();
3460
3461 /* insert the portion that was split off */
3462 if (tmp != NULL)
3463 {
3464 (void) insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp);
3467 }
3468 who->update_stats ();
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 {
3471 if (who->type == PLAYER)
3472 {
3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 }
3476 }
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2);
3479 return 0;
3480 break;
3481
3482 /* this part is needed for skill-tools */
3483 case SKILL:
3484 case SKILL_TOOL:
3485 if (who->chosen_skill)
3486 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3488 return 1;
3489 }
3490 if (who->type == PLAYER)
3491 {
3492 who->contr->shoottype = range_skill;
3493 who->contr->ranges[range_skill] = op;
3494 if (!op->invisible)
3495 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3498 }
3499 else
3500 {
3501 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3502 }
3503 }
3504 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op);
3506 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL);
3508 break;
3509
3510 case BOW: 3686 case WAND:
3511 if (!check_weapon_power (who, op->last_eat))
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3515 if (tmp != NULL)
3516 (void) insert_ob_in_ob (tmp, who);
3517 return 1;
3518 }
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 {
3521 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3522 if (tmp != NULL)
3523 (void) insert_ob_in_ob (tmp, who);
3524 return 1;
3525 }
3526 /*FALLTHROUGH*/ case WAND:
3527 case ROD: 3687 case ROD:
3528 case HORN: 3688 case HORN:
3529 /* 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
3530 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop)
3532 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 3699
3535 if (who->type == PLAYER) 3700 if (who->contr)
3536 { 3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3705
3537 if (op->type == BOW) 3706 if (op->type == BOW)
3538 { 3707 {
3708 who->current_weapon = op;
3539 (void) change_abil (who, op); 3709 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "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)));
3542 who->contr->shoottype = range_bow;
3543 }
3544 else
3545 {
3546 who->contr->shoottype = range_misc;
3547 } 3711 }
3548 } 3712 }
3549 else 3713 else
3550 { 3714 {
3551 if (op->type == BOW) 3715 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 3716 SET_FLAG (who, FLAG_READY_BOW);
3553 else 3717 else
3554 SET_FLAG (who, FLAG_READY_RANGE); 3718 SET_FLAG (who, FLAG_READY_RANGE);
3555 } 3719 }
3720
3556 break; 3721 break;
3557 3722
3558 case BUILDER: 3723 case BUILDER:
3559 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)
3560 unapply_special (who, who->contr->ranges[range_builder], 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3561 who->contr->shoottype = range_builder; 3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731
3562 who->contr->ranges[range_builder] = op; 3732 who->contr->ranged_ob = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3733 }
3564 break; 3734 break;
3565 3735
3566 default: 3736 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3568 } /* end of switch op->type */ 3738 }
3569 3739
3570 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3571 3741
3572 if (tmp != NULL) 3742 if (tmp)
3573 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3574 3744
3575 who->update_stats (); 3745 who->update_stats ();
3576 3746
3577 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3578 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3580 */ 3750 */
3581 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)
3582 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3583 3753
3584 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3585 {
3586 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3587 { 3756 {
3588 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 );
3589 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 } 3762 }
3591 } 3763
3592 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3593 {
3594 /* if multiple objects were applied, update both slots */
3595 if (tmp)
3596 esrv_send_item (who, tmp);
3597 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3598 } 3766
3599 return 0; 3767 return 0;
3600}
3601
3602
3603int
3604monster_apply_special (object *who, object *op, int aflags)
3605{
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3607 return 1;
3608 return apply_special (who, op, aflags);
3609} 3768}
3610 3769
3611/** 3770/**
3612 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3613 * 3772 *
3616int 3775int
3617auto_apply (object *op) 3776auto_apply (object *op)
3618{ 3777{
3619 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3620 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3621 3782
3622 switch (op->type) 3783 switch (op->type)
3623 { 3784 {
3624 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3625 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3627 3788
3628 do 3789 do
3629 { 3790 {
3630 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3631 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3632 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
3633 if (tmp == NULL) 3798 if (tmp == NULL)
3634 return 0; 3799 return 0;
3800
3635 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3636 { 3802 {
3637 tmp->destroy (); 3803 tmp->destroy ();
3638 tmp = NULL; 3804 tmp = NULL;
3639 } 3805 }
3642 3808
3643 tmp->x = op->x; 3809 tmp->x = op->x;
3644 tmp->y = op->y; 3810 tmp->y = op->y;
3645 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3646 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3647 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3648 identify (tmp); 3813 identify (tmp);
3649 break; 3814 break;
3650 3815
3651 case TREASURE: 3816 case TREASURE:
3652 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3653 return 0; 3818 return 0;
3654 3819
3655 while ((op->stats.hp--) > 0) 3820 while (op->stats.hp-- > 0)
3656 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3657 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);
3658 3823
3659 /* 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,
3660 * 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
3661 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3662 * that is put inside other objects. 3827 * that is put inside other objects.
3663 */ 3828 */
3664 for (tmp = op->inv; tmp; tmp = tmp2)
3665 {
3666 tmp2 = tmp->below;
3667 tmp->remove ();
3668
3669 if (op->env) 3829 if (op->env)
3670 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3671 else 3831 op->env->insert (op->inv);
3672 tmp->destroy ();
3673 }
3674 3832
3675 op->destroy (); 3833 op->destroy ();
3676 break; 3834 break;
3677 } 3835 }
3678 return tmp ? 1 : 0;
3679}
3680 3836
3837 return !!tmp;
3838}
3839
3681/** 3840/**
3682 * 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
3683 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3845 */
3687void 3846void
3688maptile::fix_auto_apply () 3847maptile::fix_auto_apply ()
3697 3856
3698 if (tmp->inv) 3857 if (tmp->inv)
3699 { 3858 {
3700 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3701 3860
3702 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3703 { 3862 {
3704 invnext = invtmp->below; 3863 invnext = invtmp->below;
3705 3864
3706 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3707 auto_apply (invtmp); 3866 auto_apply (invtmp);
3708 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3709 { 3868 {
3710 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3711 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3712 3871
3713 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3714 } 3873 }
3715 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3766 { 3925 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3769 } 3928 }
3770 3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3771 tmp = above; 3934 tmp = above;
3772 } 3935 }
3773 3936
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3775 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3776 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3777 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3778} 3941}
3779 3942
3780/** 3943/**
3781 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3782 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3783 * 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
3784 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3785 */ 3948 */
3786
3787void 3949void
3788eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3789{ 3951{
3790 object *force; 3952 object *force;
3791 int i, did_one = 0; 3953 int i, did_one = 0;
3792 sint8 k;
3793 3954
3794 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3795 3958
3796 for (i = 0; i < NUM_STATS; i++)
3797 {
3798 k = get_attr_value (&food->stats, i);
3799 if (k)
3800 {
3801 set_attr_value (&force->stats, i, k);
3802 did_one = 1;
3803 }
3804 }
3805
3806 /* check if we can protect the eater */
3807 for (i = 0; i < NROFATTACKS; i++)
3808 {
3809 if (food->resist[i] > 0)
3810 {
3811 force->resist[i] = food->resist[i] / 2;
3812 did_one = 1;
3813 }
3814 }
3815
3816 if (did_one)
3817 {
3818 force->set_speed (0.1);
3819 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3820 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3821 SET_FLAG (force, FLAG_APPLIED); 3961
3822 change_abil (who, force); 3962 if (force = who->force_find (key))
3823 insert_ob_in_ob (force, who); 3963 {
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;
3824 } 3973 }
3825 else 3974 else
3975 {
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
3826 force->destroy (); 4005 force->destroy ();
4006 }
3827 4007
3828 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3829 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3830 { 4010 {
3831 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3832 { 4012 {
3833 strcpy (who->contr->killer, food->name); 4013 who->contr->killer = food;
3834 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3835 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3836 } 4016 }
3837 else 4017 else
3838 { 4018 {
3839 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3840 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3841 else 4021 else
3842 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3843 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3844 } 4025 }
3845 } 4026 }
4027
3846 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3847 { 4029 {
3848 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3849 { 4031 {
3850 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3851 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3852 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3853 who->stats.sp = 0; 4035 who->stats.sp = 0;
3854 } 4036 }
3855 else 4037 else
3856 { 4038 {
3857 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3858 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3859 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3860 } 4042 }
3861 } 4043 }
4044
3862 who->update_stats (); 4045 who->update_stats ();
3863}
3864
3865/**
3866 * Designed primarily to light torches/lanterns/etc.
3867 * Also burns up burnable material too. First object in the inventory is
3868 * the selected object to "burn". -b.t.
3869 */
3870void
3871apply_lighter (object *who, object *lighter)
3872{
3873 object *item;
3874 int is_player_env = 0;
3875
3876 item = find_marked_object (who);
3877 if (item)
3878 {
3879 if (lighter->last_eat && lighter->stats.food)
3880 { /* lighter gets used up */
3881 /* Split multiple lighters if they're being used up. Otherwise *
3882 * one charge from each would be used up. --DAMN */
3883 if (lighter->nrof > 1)
3884 {
3885 object *oneLighter = lighter->clone ();
3886
3887 lighter->nrof -= 1;
3888 oneLighter->nrof = 1;
3889 oneLighter->stats.food--;
3890 esrv_send_item (who, lighter);
3891 oneLighter = insert_ob_in_ob (oneLighter, who);
3892 esrv_send_item (who, oneLighter);
3893 }
3894 else
3895 lighter->stats.food--;
3896 }
3897 else if (lighter->last_eat)
3898 { /* no charges left in lighter */
3899 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3900 return;
3901 }
3902
3903 /* Perhaps we should split what we are trying to light on fire?
3904 * I can't see many times when you would want to light multiple
3905 * objects at once.
3906 */
3907
3908 if (who == item->in_player ())
3909 is_player_env = 1;
3910
3911 save_throw_object (item, AT_FIRE, who);
3912
3913 if (item->destroyed ())
3914 {
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3916 /* Need to update the player so that the players glow radius
3917 * gets changed.
3918 */
3919 if (is_player_env)
3920 who->update_stats ();
3921 }
3922 else
3923 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3924 }
3925 else /* nothing to light */
3926 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3927
3928}
3929
3930/**
3931 * op made some mistake with a scroll, this takes care of punishment.
3932 * scroll_failure()- hacked directly from spell_failure
3933 */
3934void
3935scroll_failure (object *op, int failure, int power)
3936{
3937 if (abs (failure / 4) > power)
3938 power = abs (failure / 4); /* set minimum effect */
3939
3940 if (failure <= -1 && failure > -15)
3941 { /* wonder */
3942 object *tmp;
3943
3944 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3945 tmp = get_archetype (SPELL_WONDER);
3946 cast_wonder (op, op, 0, tmp);
3947 tmp->destroy ();
3948 }
3949 else if (failure <= -15 && failure > -35)
3950 { /* drain mana */
3951 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3952 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3953 if (op->stats.sp < 0)
3954 op->stats.sp = 0;
3955 }
3956 else if (settings.spell_failure_effects == TRUE)
3957 {
3958 if (failure <= -35 && failure > -60)
3959 { /* confusion */
3960 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3961 confuse_player (op, op, power);
3962 }
3963 else if (failure <= -60 && failure > -70)
3964 { /* paralysis */
3965 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3966 paralyze_player (op, op, power);
3967 }
3968 else if (failure <= -70 && failure > -80)
3969 { /* blind */
3970 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3971 blind_player (op, op, power);
3972 }
3973 else if (failure <= -80)
3974 { /* blast the immediate area */
3975 object *tmp;
3976
3977 tmp = get_archetype (LOOSE_MANA);
3978 cast_magic_storm (op, tmp, power);
3979 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3980 tmp->destroy ();
3981 }
3982 }
3983} 4046}
3984 4047
3985void 4048void
3986apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3987{ 4050{
4004 */ 4067 */
4005 int i, j; 4068 int i, j;
4006 4069
4007 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
4008 { 4071 {
4009 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
4010 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4011 4074
4012 stat += get_attr_value (ns, i);
4013 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
4014 { 4076 {
4015 excess_stat++; 4077 excess_stat++;
4016 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
4017 } 4079 }
4018 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
4019 } 4082 }
4020 4083
4021 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4022 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
4023 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
4024 int stat = get_attr_value (stats, i);
4025 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4026 4087
4027 if (i == CHA) 4088 if (i == CHA)
4028 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);
4029 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
4030 { 4094 {
4031 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
4032 excess_stat--; 4096 excess_stat--;
4033 } 4097 }
4034 } 4098 }
4035 4099
4036 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
4037 * the player ref: player.c 4101 * the player ref: player.c
4038 */ 4102 */
4039 if (change->randomitems != NULL) 4103 if (change->randomitems)
4040 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
4041
4042 4105
4043 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
4044 4107
4045 /* first, look for the force object banning 4108 /* first, look for the force object banning
4046 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
4047 */ 4110 */
4048 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
4049 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4050 flag_change_face = 0; 4113 flag_change_face = 0;
4051 4114
4052 if (flag_change_face) 4115 if (flag_change_face)
4053 { 4116 {
4054 pl->animation_id = GET_ANIM_ID (change);
4055 pl->face = change->face; 4117 pl->face = change->face;
4056 4118 pl->animation_id = change->animation_id;
4057 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4058 SET_FLAG (pl, FLAG_ANIMATE);
4059 else
4060 CLEAR_FLAG (pl, FLAG_ANIMATE);
4061 } 4120 }
4062 4121
4063 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
4064 /*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); */
4065 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4066 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4067 4126
4068 break; 4127 break;
4069 } 4128 }
4070 } 4129 }
4071} 4130}
4072 4131
4073/**
4074 * This handles items of type 'transformer'.
4075 * Basically those items, used with a marked item, transform both items into something
4076 * else.
4077 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4078 * Change information is contained in the 'slaying' field of the marked item.
4079 * The format is as follow: transformer:[number ]yield[;transformer:...].
4080 * This way an item can be transformed in many things, and/or many objects.
4081 * The 'slaying' field for transformer is used as verb for the action.
4082 */
4083void
4084apply_item_transformer (object *pl, object *transformer)
4085{
4086 object *marked;
4087 object *new_item;
4088 char *find;
4089 char *separator;
4090 int yield;
4091 char got[MAX_BUF];
4092 int len;
4093
4094 if (!pl || !transformer)
4095 return;
4096 marked = find_marked_object (pl);
4097 if (!marked)
4098 {
4099 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4100 return;
4101 }
4102 if (!marked->slaying)
4103 {
4104 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4105 return;
4106 }
4107 /* check whether they are compatible or not */
4108 find = strstr (marked->slaying, transformer->arch->name);
4109 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4110 {
4111 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4112 return;
4113 }
4114 find += strlen (transformer->arch->name) + 1;
4115 /* Item can be used, now find how many and what it yields */
4116 if (isdigit (*(find)))
4117 {
4118 yield = atoi (find);
4119 if (yield < 1)
4120 {
4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4122 yield = 1;
4123 }
4124 }
4125 else
4126 yield = 1;
4127
4128 while (isdigit (*find))
4129 find++;
4130 while (*find == ' ')
4131 find++;
4132 memset (got, 0, MAX_BUF);
4133 if ((separator = strchr (find, ';')) != NULL)
4134 {
4135 len = separator - find;
4136 }
4137 else
4138 {
4139 len = strlen (find);
4140 }
4141 if (len > MAX_BUF - 1)
4142 len = MAX_BUF - 1;
4143 strcpy (got, find);
4144 got[len] = '\0';
4145
4146 /* Now create new item, remove used ones when required. */
4147 new_item = get_archetype (got);
4148 if (!new_item)
4149 {
4150 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4151 return;
4152 }
4153
4154 new_item->nrof = yield;
4155 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4156 insert_ob_in_ob (new_item, pl);
4157 esrv_send_inventory (pl, pl);
4158 /* Eat up one item */
4159 decrease_ob_nr (marked, 1);
4160 /* Eat one transformer if needed */
4161 if (transformer->stats.food)
4162 if (--transformer->stats.food == 0)
4163 decrease_ob_nr (transformer, 1);
4164}

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