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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.86 by root, Fri May 11 20:06:33 2007 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
69 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) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 77 return 1;
78 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 85 return 1;
86 86
87 return 0; 87 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
94 */ 94 */
95static int 95static int
96apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
97{ 97{
98 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 99
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* 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
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 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));
120 if (marked->msg) 120 if (marked->msg)
121 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
124 } 124 }
125 return money == NULL;
126 } 125 }
127 }
128 126
129 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
130 { 128 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 130 {
133 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
134 { 132 {
135 identify (id); 133 identify (id);
136 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));
137 if (id->msg) 136 if (id->msg)
138 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
145 break; 141 break;
146 } 142 }
147 else 143 else
148 { 144 {
149 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");
150 break; 146 break;
151 } 147 }
152 } 148 }
153 } 149 }
154 if (!success) 150
155 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
156 return money == NULL; 156 return !money;
157} 157}
158 158
159/** 159/**
160 * 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
161 * matching item. 161 * matching item.
162 **/ 162 **/
163static void 163void
164handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
165{ 165{
166 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 168}
187 169
188/** 170/**
189 * Handles applying a potion. 171 * Handles applying a potion.
190 */ 172 */
196 178
197 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
198 180
199 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)
200 { 182 {
201 if (op->type == PLAYER)
202 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
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 186 return 0;
205 } 187 }
206 188
207 if (op->type == PLAYER) 189 if (op->type == PLAYER)
218 200
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 202 {
221 op->drain_stat (); 203 op->drain_stat ();
222 op->update_stats (); 204 op->update_stats ();
223 decrease_ob (tmp); 205 tmp->decrease ();
224 return 1; 206 return 1;
225 } 207 }
226 208
227 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
228 { 210 {
229 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 212 return 0;
231 } 213 }
214
232 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
233 216
234 if (depl) 217 if (depl)
235 { 218 {
236 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
239 222
240 depl->destroy (); 223 depl->destroy ();
241 op->update_stats (); 224 op->update_stats ();
242 } 225 }
243 else 226 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
245 228
246 decrease_ob (tmp); 229 tmp->decrease ();
247 return 1; 230 return 1;
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
259 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
260 break; 243 break;
261 } 244 }
245
262 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
263 { 247 {
264 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
265 break; 249 break;
266 } 250 }
251
267 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
268 { 253 {
269 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
270 break; 255 break;
271 } 256 }
275 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
276 { 261 {
277 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
278 break; 263 break;
279 } 264 }
265
280 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
281 { 267 {
282 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
283 break; 269 break;
284 } 270 }
271
285 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
286 { 273 {
287 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
288 break; 275 break;
289 } 276 }
290 } 277 }
291 } 278 }
292 279
293 /* Just makes checking easier */ 280 /* Just makes checking easier */
294 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
295 got_one = 1; 282 got_one = 1;
296 283
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 285 {
299 if (got_one) 286 if (got_one)
300 { 287 {
301 op->update_stats (); 288 op->update_stats ();
302 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 "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 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.");
308 } 295 }
309 else 296 else
310 { /* cursed potion */ 297 { /* cursed potion */
311 if (got_one) 298 if (got_one)
312 { 299 {
313 op->update_stats (); 300 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
315 } 302 }
316 else 303 else
317 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);
318 } 305 }
319 306
320 decrease_ob (tmp); 307 tmp->decrease ();
321 return 1; 308 return 1;
322 } 309 }
323 310
324 311
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 316 */
330 if (tmp->inv) 317 if (tmp->inv)
331 { 318 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 320 {
334 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
335 322 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 323 }
345 else 324 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 326
348 decrease_ob (tmp); 327 tmp->decrease ();
328
349 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 331 op->update_stats ();
332
352 return 1; 333 return 1;
353 } 334 }
354 335
355 /* Deal with protection potions */ 336 /* Deal with protection potions */
356 force = NULL; 337 force = NULL;
358 { 339 {
359 if (tmp->resist[i]) 340 if (tmp->resist[i])
360 { 341 {
361 if (!force) 342 if (!force)
362 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
365 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 */
366 } 348 }
367 } 349 }
350
368 /* This is a protection potion */ 351 /* This is a protection potion */
369 if (force) 352 if (force)
370 { 353 {
371 /* cursed items last longer */ 354 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 force->stats.food *= 10; 357 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 361 }
362
379 force->speed_left = -1; 363 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 367 change_abil (op, force);
384 decrease_ob (tmp); 368 tmp->decrease ();
385 return 1; 369 return 1;
386 } 370 }
387 371
388 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 373 if (op->type == PLAYER)
390 { /* only for players */ 374 { /* only for players */
391 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)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 379 else
394 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
395 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
397 } 384 }
398 385
399 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 389 * up all the stats.
403 */ 390 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 392 op->update_stats ();
406 decrease_ob (tmp); 393 tmp->decrease ();
407 return 1; 394 return 1;
408} 395}
409 396
410/**************************************************************************** 397/****************************************************************************
411 * Weapon improvement code follows 398 * Weapon improvement code follows
412 ****************************************************************************/ 399 ****************************************************************************/
413 400
414/** 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/**
415 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
416 */ 418 */
417static int 419static int
418check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
419{ 421{
420 int count = 0; 422 int count = 0;
421 423
422 424 if (!item)
423 if (item == NULL)
424 return 0; 425 return 0;
425 426
426 op = op->below; 427 for (op = op->below; op; op = op->below)
427 while (op != NULL) 428 if (op->arch->archname == item)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 431 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 432
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_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)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 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
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597 536static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 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.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 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 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * 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.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * 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.
649 * 594 *
650 * 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
651 * 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 ??
652 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
653 */ 598 */
654int 599static int
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 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.>");
666 return 0; 612 return 0;
667 } 613 }
668 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
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 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))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* 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
681 * 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,
682 * 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
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 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));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 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));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 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));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 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");
738 case IMPROVE_DEX:
739 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");
740 case IMPROVE_CON:
741 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");
742 case IMPROVE_WIS:
743 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");
744 case IMPROVE_CHA:
745 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");
746 case IMPROVE_INT:
747 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");
748 case IMPROVE_POW:
749 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");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * 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, ...),
760 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
761 */ 710 */
762int 711static int
763check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
769 718
770 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))
771 { 720 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 722 return 0;
774 } 723 }
775 724
776 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
777 if (!otmp) 727 if (!otmp)
778 { 728 {
779 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.>");
780 return 0; 730 return 0;
781 } 731 }
782 732
783 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 734 {
785 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!");
786 return 0; 736 return 0;
787 } 737 }
788 738
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
790 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
792 return 1; 743 return 1;
793} 744}
794 745
812 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 764 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 766 * changing of physical area right now.
816 */ 767 */
817int 768static int
818improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
819{ 770{
820 object *tmp; 771 object *tmp;
821 772
822 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
823 { 774 {
824 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!");
825 return 0; 776 return 0;
826 } 777 }
778
827 /* 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,
828 * 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.
829 * 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
830 * of gnarg and what not?) 782 * of gnarg and what not?)
831 */ 783 */
832 if (armour->title) 784 if (armour->title)
833 { 785 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 787 return 0;
836 } 788 }
837 789
838 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
840 */ 792 */
841 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 794
846 armour->magic++; 795 armour->magic++;
847 796
848 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
849 { 798 {
854 { 803 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 805 pow++;
857 } 806 }
858 807
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 809 }
861 else 810 else
862 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;
863 812
864 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
865 { 814 {
866 int base = 100; 815 int base = 100;
867 int pow = 0; 816 int pow = 0;
870 { 819 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 821 pow++;
873 } 822 }
874 823
875 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
876 } 825 }
877 else 826 else
878 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;
879 828
880 if (armour->weight <= 0) 829 if (armour->weight <= 0)
881 { 830 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 832 armour->weight = 1;
884 } 833 }
885 834
886 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);
887 836
888 if (op->type == PLAYER) 837 if (op->type == PLAYER)
889 { 838 {
890 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 842 op->update_stats ();
893 } 843 }
894 decrease_ob (improver); 844
845 improver->decrease ();
846
895 if (tmp) 847 if (tmp)
896 { 848 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 849
898 esrv_send_item (op, tmp);
899 }
900 return 1; 850 return 1;
901} 851}
902
903 852
904/* 853/*
905 * 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
906 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
907 */ 856 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 857 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
915 * 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
916 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
917 */ 861 */
918int 862int
919convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
920{ 864{
921 int nr = 0; 865 sint64 nr = 0, price_in;
922 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;
923 874
924 /* 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,
925 * 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
926 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
927 */ 878 */
928 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
929 { 880 {
930 int cost;
931
932 if (item->type != MONEY) 881 if (item->type != MONEY)
933 return 0; 882 return 0;
934 883
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 885 if (!nr)
937 return 0; 886 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 887
939 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 889
941 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
943 893
944 price_in = cost * item->value; 894 price_in = cost * item->value;
945 } 895 }
946 else 896 else
947 { 897 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
950 return 0; 901 return 0;
951 902
952 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
953 { 906 {
954 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
957 } 910 }
958 else 911 else
959 { 912 {
960 price_in = item->value; 913 price_in = item->value;
961 item->destroy (); 914 item->destroy ();
962 } 915 }
963 } 916 }
964 917
965 if (converter->inv != NULL) 918 if (converter->inv)
966 { 919 {
967 object *ob; 920 object *ob;
968 int i; 921 int i;
969 object *ob_to_copy; 922 object *ob_to_copy;
970 923
971 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
973 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++)
974 {
975 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 928 ob_to_copy = ob;
978 } 929
979 } 930 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 933 }
984 else 934 else
985 { 935 {
986 if (converter->other_arch == NULL) 936 if (!conv_to)
987 { 937 {
988 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",
989 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 940 return -1;
991 } 941 }
992 942
993 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 945 }
996 946
997 if (CONV_NR (converter)) 947 if (give)
998 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
999 if (nr) 950 if (nr)
1000 item->nrof *= nr; 951 item->nrof *= nr;
1001 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1002 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 }
1003 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 965 {
1005 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",
1006 &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);
1007
1008 /** 968 /**
1009 * 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
1010 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1011 */ 971 */
1012 } 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
1013 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);
1014 return 1; 980 return 1;
1015} 981}
1016 982
1017/** 983/**
1018 * Handle apply on containers. 984 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1020 * 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]
1021 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1022 */ 988 */
1023int 989static int
1024apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1025{ 991{
1026 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1034 1000
1035 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1038 { 1004 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1006 return 1;
1041 } 1007 }
1042 1008
1043 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1045 { 1011 {
1046 if (op->container == sack) 1012 if (op->container_ () == sack)
1047 { 1013 {
1048 // open on ground or inv, so close 1014 // open on ground or inv, so close
1049 op->close_container (); 1015 op->close_container ();
1050 return 1; 1016 return 1;
1051 } 1017 }
1052 else if (!sack->env) 1018 else if (!sack->env)
1053 { 1019 {
1054 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1022 return 1;
1057 } 1023 }
1058 1024
1059 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1060 } 1026 }
1062 { 1028 {
1063 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1030 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1034 return 1;
1069 } 1035 }
1070 1036
1071 // it's locked? 1037 // it's locked?
1072 if (sack->slaying) 1038 if (sack->slaying)
1073 { 1039 {
1074 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1042 else
1077 { 1043 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "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)));
1079 return 1; 1045 return 1;
1080 } 1046 }
1081 } 1047 }
1082 1048
1083 op->open_container (sack); 1049 op->open_container (sack);
1094{ 1060{
1095 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1063 return 0;
1098 1064
1099 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1100 { 1066 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * 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
1103 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1104 */ 1070 */
1105 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1106 { 1072 {
1107 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));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1076 * old maps.
1111 */ 1077 */
1112 1078
1113/* push_button (altar);*/ 1079/* push_button (altar);*/
1114 } 1080 }
1115 else 1081 else
1116 { 1082 {
1117 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1118 push_button (altar); 1084 push_button (altar, originator);
1119 } 1085 }
1120 1086
1121 return !sacrifice; 1087 return !sacrifice;
1122 } 1088 }
1123 else 1089 else
1138 double opinion; 1104 double opinion;
1139 object *tmp, *next; 1105 object *tmp, *next;
1140 1106
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1108
1143 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 ())
1144 { 1121 {
1145 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1147 * the shop. 1124 * the shop.
1148 */ 1125 */
1152 1129
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1131 {
1155 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);
1156 1133
1134 if (i >= 0)
1157 tmp->remove (); 1135 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1136 }
1167 } 1137 }
1168 1138
1169 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1175 */ 1145 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1147 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 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);
1181 1150
1182 if (i != -1) 1151 if (i != -1)
1183 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);
1184 1153
1185 return 0; 1154 return 0;
1186 } 1155 }
1156
1187 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1189 */ 1159 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1161 }
1192 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1193 { 1163 {
1194 /* this is only used for players */ 1164 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1196 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
1197 if (shop_mat->msg) 1174 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1199 /* 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,
1200 * 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
1201 * actually the shop floor. 1178 * actually the shop floor.
1202 */ 1179 */
1203 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1204 { 1181 {
1205 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1206 1183
1207 if (opinion > 0.9) 1184 op->statusmsg (
1208 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."
1209 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1189 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1190 }
1216 } 1191 }
1217 else 1192 else
1218 { 1193 {
1219 /* 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
1220 * 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
1221 * they are not on the mat anymore 1196 * they are not on the mat anymore
1222 */ 1197 */
1223 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);
1224 1199
1225 if (i == -1) 1200 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1202 else
1230 { 1203 {
1231 op->remove (); 1204 op->remove ();
1232 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1243 * Handles applying a sign. 1216 * Handles applying a sign.
1244 */ 1217 */
1245static void 1218static void
1246apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1247{ 1220{
1248 readable_message_type *msgType; 1221 if (!op->is_player())
1249 char newbuf[HUGE_BUF]; 1222 return;
1250 1223
1251 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1252 { 1225 {
1253 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));
1254 return; 1227 return;
1255 } 1228 }
1256 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
1257 if (sign->stats.food) 1239 if (sign->stats.food)
1258 { 1240 {
1259 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1260 { 1242 {
1261 if (!sign->move_on) 1243 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1263 return; 1246 return;
1264 } 1247 }
1265 1248
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1250 sign->last_eat++;
1272 * 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
1273 * to us). 1256 * to us).
1274 */ 1257 */
1275 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)
1276 { 1259 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1278 return; 1261 return;
1279 } 1262 }
1280 msgType = get_readable_message_type (sign); 1263
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1282 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);
1283} 1306}
1284 1307
1285/** 1308/**
1286 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1301 return; 1324 return;
1302 1325
1303 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1304 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1305 */ 1328 */
1306 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1307 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1308 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1309 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1310 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1311 */ 1334 */
1312 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1313 { 1336 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[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);
1316 return; 1339 return;
1317 } 1340 }
1341
1318 recursion_depth++; 1342 recursion_depth++;
1319 if (trap->head) 1343 if (trap->head)
1320 trap = trap->head; 1344 trap = trap->head;
1321 1345
1322 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)))
1323 goto leave;
1324
1325 switch (trap->type) 1347 switch (trap->type)
1326 { 1348 {
1327 case PLAYERMOVER: 1349 case PLAYERMOVER:
1328 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:
1329 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1330 if (!trap->stats.maxsp) 1423 if (!trap->value)
1331 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1332 1426
1333 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1334 * 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
1335 */ 1442 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1337 1444
1338 /* 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)
1339 * above with some objects have zero speed, and thus the player 1446 {
1340 * 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 }
1341 */ 1456 }
1342 if (victim->speed_left < -50.0) 1457 break;
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1458 }
1346 goto leave;
1347 1459
1348 case SPINNER: 1460 case CONVERTER:
1349 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1350 {
1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1352 update_turn_face (victim);
1353 }
1354 goto leave;
1355
1356 case DIRECTOR:
1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1359 victim->direction = trap->stats.sp;
1360 update_turn_face (victim);
1361 }
1362 goto leave;
1363
1364 case BUTTON:
1365 case PEDESTAL:
1366 update_button (trap);
1367 goto leave;
1368
1369 case ALTAR:
1370 /* sacrifice victim on trap */
1371 apply_altar (trap, victim, originator);
1372 goto leave;
1373
1374 case THROWN_OBJ:
1375 if (trap->inv == NULL)
1376 goto leave;
1377 /* fallthrough */
1378
1379 case ARROW:
1380 /* bad bug: monster throw a object, make a step forwards, step on object ,
1381 * trigger this here and get hit by own missile - and will be own enemy.
1382 * Victim then is his own enemy and will start to kill herself (this is
1383 * removed) but we have not synced victim and his missile. To avoid senseless
1384 * action, we avoid hits here
1385 */
1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387 hit_with_arrow (trap, victim);
1388 goto leave;
1389
1390 case SPELL_EFFECT:
1391 apply_spell_effect (trap, victim);
1392 goto leave;
1393
1394 case TRAPDOOR:
1395 {
1396 int max, sound_was_played;
1397 object *ab, *ab_next;
1398
1399 if (!trap->value)
1400 { 1462 {
1401 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1402 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave;
1409
1410 SET_ANIMATION (trap, trap->value);
1411 update_object (trap, UP_OBJ_FACE);
1412 } 1465 }
1413 1466
1414 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))
1415 { 1489 {
1416 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1417 * ab->above would be bogus 1491 * players output.
1418 */ 1492 */
1419 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1420 1495
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1422 { 1497 victim->enter_exit (trap);
1423 if (!sound_was_played)
1424 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426 sound_was_played = 1;
1427 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 }
1431 } 1498 }
1432 goto leave; 1499 break;
1433 }
1434 1500
1435
1436 case CONVERTER:
1437 if (convert_item (victim, trap) < 0)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1442
1443 goto leave;
1444
1445 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR:
1448 check_trigger (trap, victim);
1449 goto leave;
1450
1451 case DEEP_SWAMP:
1452 walk_on_deep_swamp (trap, victim);
1453 goto leave;
1454
1455 case CHECK_INV:
1456 check_inv (victim, trap);
1457 goto leave;
1458
1459 case HOLE:
1460 /* Hole not open? */
1461 if (trap->stats.wc > 0)
1462 goto leave;
1463
1464 /* Is this a multipart monster and not the head? If so, return.
1465 * Processing will happen if the head runs into the pit
1466 */
1467 if (victim->head)
1468 goto leave;
1469
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave;
1474
1475 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1478 /* Basically, don't show exits leading to random maps the
1479 * players output.
1480 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1484 victim->enter_exit (trap);
1485 }
1486 goto leave;
1487
1488 case ENCOUNTER: 1501 case ENCOUNTER:
1489 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1490 goto leave; 1503 break;
1491 1504
1492 case SHOP_MAT: 1505 case SHOP_MAT:
1493 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1494 goto leave; 1507 break;
1495 1508
1496 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1497 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1498 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1499 goto leave; 1512 break;
1500 1513
1501 case SIGN: 1514 case SIGN:
1502 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1503 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1504 1517
1505 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1506 goto leave; 1519 break;
1507 1520
1508 case CONTAINER: 1521 case CONTAINER:
1509 apply_container (victim, trap); 1522 apply_container (victim, trap);
1510 goto leave; 1523 break;
1511 1524
1512 case RUNE: 1525 case RUNE:
1513 case TRAP: 1526 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1517 } 1529 break;
1518 goto leave;
1519 1530
1520 default: 1531 default:
1521 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 "
1522 "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);
1523 goto leave; 1534 break;
1524 } 1535 }
1525 1536
1526leave:
1527 recursion_depth--; 1537 recursion_depth--;
1528} 1538}
1529 1539
1530/** 1540/**
1531 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1536 int lev_diff; 1546 int lev_diff;
1537 object *skill_ob; 1547 object *skill_ob;
1538 1548
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1550 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1542 return; 1552 return;
1543 } 1553 }
1554
1544 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1545 { 1556 {
1546 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));
1547 return; 1558 return;
1548 } 1559 }
1549 1560
1550 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1563 if (!skill_ob)
1553 { 1564 {
1554 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));
1555 return; 1566 return;
1556 } 1567 }
1568
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1571 {
1560 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1561 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."
1562 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 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."
1564 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1566 else if (lev_diff < 8)
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568 else if (lev_diff < 15)
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return; 1578 return;
1573 } 1579 }
1574 1580
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1576 1582
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1578 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1580 long_desc (tmp, op), &tmp->msg);
1581 1586
1582 /* gain xp from reading */ 1587 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1589 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 { 1593 {
1589 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 1596
1592 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 } 1599 }
1598 1600
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 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 */
1601 } 1603 }
1602} 1604}
1603 1605
1604/** 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/**
1605 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1606 * 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
1607 */ 1662 */
1608static void 1663static void
1609apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1610{ 1665{
1611 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1612 { 1667 {
1613 case 0: 1668 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1615 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)));
1616 return; 1671 break;
1617 1672
1618 case 1: 1673 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 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));
1621 return; 1677 break;
1622 1678
1623 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1624 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)));
1625 decrease_ob (tmp);
1626 return; 1683 break;
1627 } 1684 }
1628} 1685}
1629 1686
1630/** 1687/**
1631 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1651 return; 1708 return;
1652 } 1709 }
1653 return; 1710 return;
1654 } 1711 }
1655 1712
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1657 tmp = spell->clone (); 1715 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1659 1717
1660 if (special_prayer) 1718 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1738 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1740 return;
1683 } 1741 }
1684 1742
1685 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));
1686 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1746 spob->destroy ();
1689} 1747}
1690 1748
1698{ 1756{
1699 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1700 1758
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1760 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1704 return; 1762 return;
1705 } 1763 }
1706 1764
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1767 * legacy spellbooks
1710 */ 1768 */
1711
1712 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1713 { 1770 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1715 if (!spell) 1772 if (!spell)
1716 { 1773 {
1717 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));
1718 return; 1775 return;
1719 } 1776 }
1720 else 1777 else
1721 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1722 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1723 } 1781 }
1724 1782
1725 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1726 1784
1727 /* 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
1728 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1787 if (!skop)
1730 { 1788 {
1731 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));
1732 return; 1790 return;
1733 } 1791 }
1734 1792
1735 spell = tmp->inv; 1793 spell = tmp->inv;
1736 1794
1737 if (!spell) 1795 if (!spell)
1738 { 1796 {
1739 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);
1740 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!");
1741 return; 1799 return;
1742 } 1800 }
1743 1801
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1745 { 1804 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 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));
1747 return; 1807 return;
1748 } 1808 }
1749 1809
1750 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));
1751 1811
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp); 1813 identify (tmp);
1755
1756 if (tmp->env)
1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758 else
1759 op->contr->ns->floorbox_update ();
1760 }
1761 1814
1762 /* 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
1763 * 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
1764 * 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
1765 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1766 */ 1819 */
1767 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1768 { 1821 {
1769 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");
1770 return; 1823 return;
1771 } 1824 }
1772 1825
1773 if (spell->skill) 1826 if (spell->skill)
1774 { 1827 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1776 1829
1777 if (!spell_skill) 1830 if (!spell_skill)
1778 { 1831 {
1779 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));
1780 return; 1833 return;
1781 } 1834 }
1782 1835
1783 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1784 { 1837 {
1785 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));
1786 return; 1839 return;
1787 } 1840 }
1788 } 1841 }
1789 1842
1790 /* Logic as follows 1843 /* Logic as follows
1799 * 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
1800 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1801 */ 1854 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1856 {
1804 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!");
1805 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));
1806 } 1859 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (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])
1809 { 1862 {
1810 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1813 1865
1814 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 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);
1817 } 1869 }
1818 else 1870 else
1819 { 1871 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1821 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");
1822 } 1874 }
1823 1875
1824 decrease_ob (tmp); 1876 tmp->decrease ();
1825} 1877}
1826 1878
1827/** 1879/**
1828 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1829 */ 1881 */
1832{ 1884{
1833 object *skop; 1885 object *skop;
1834 1886
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1888 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1838 return; 1890 return;
1839 } 1891 }
1840 1892
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1894 {
1843 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.>");
1844 return; 1896 return;
1845 } 1897 }
1846 1898
1847 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1848 { 1900 {
1854 */ 1906 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1908
1857 if (!skop) 1909 if (!skop)
1858 { 1910 {
1859 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]));
1860 return; 1912 return;
1861 } 1913 }
1862 1914
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1917 }
1866 1918
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1920 identify (tmp);
1869 1921
1870 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));
1871
1872 1923
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1925 tmp->decrease ();
1875} 1926}
1876 1927
1877/** 1928/**
1878 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1880 * chest. 1931 * chest.
1881 */ 1932 */
1882static void 1933static void
1883apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1884{ 1935{
1885 object *treas;
1886
1887
1888 /* 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
1889 * 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
1890 * 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
1891 * 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
1892 * treasure 1940 * treasure
1893 */ 1941 */
1894
1895 treas = tmp->inv; 1942 object *treas = tmp->inv;
1896 if (treas == NULL) 1943
1944 if (!treas)
1897 { 1945 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1947 tmp->decrease ();
1900 return; 1948 return;
1901 } 1949 }
1950
1902 while (tmp->inv) 1951 while (tmp->inv)
1903 { 1952 {
1904 treas = tmp->inv; 1953 treas = tmp->inv;
1905
1906 treas->remove (); 1954 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1955
1909 treas->x = op->x; 1956 treas->x = op->x;
1910 treas->y = op->y; 1957 treas->y = op->y;
1911 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);
1912 1959
1913 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))
1914 spring_trap (treas, op); 1961 spring_trap (treas, op);
1915 1962
1916 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1920 */ 1967 */
1921 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1922 break; 1969 break;
1923 } 1970 }
1924 1971
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1973 tmp->decrease (true);
1927
1928}
1929
1930/**
1931 * op eats food.
1932 * If player, takes care of messages and dragon special food.
1933 */
1934static void
1935apply_food (object *op, object *tmp)
1936{
1937 int capacity_remaining;
1938
1939 if (op->type != PLAYER)
1940 op->stats.hp = op->stats.maxhp;
1941 else
1942 {
1943 /* check if this is a dragon (player), eating some flesh */
1944 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1945 ;
1946 else
1947 {
1948 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999)
1950 {
1951 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1953 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1955 }
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 char buf[MAX_BUF];
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 {
1971 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1973 }
1974
1975 new_draw_info (NDI_UNIQUE, 0, op, buf);
1976 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50;
1980 else
1981 op->stats.hp += tmp->stats.food / 50;
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993 handle_apply_yield (tmp);
1994 decrease_ob (tmp);
1995} 1974}
1996 1975
1997/** 1976/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * 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.
2002 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2003 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2004 * return: 1983 * return:
2005 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2006 */ 1985 */
2007int 1986static int
2008dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2009{ 1988{
2010 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2013 1992
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2025 return 0; 2003 return 0;
2026 2004
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2006 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2010 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2012 abil = tmp;
2038 2013
2039 /* 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
2040 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2044 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2047 else 2022 else
2048 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2049 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2051 2027
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2053 2029
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2031
2056 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2067 2043
2068 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2045 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2047
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2074 2050
2075 if (chance >= 0.) 2051 if (chance >= 0.)
2076 chance += 1.; 2052 chance += 1.;
2077 else 2053 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2055
2080 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2058
2083 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2086 2062
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2065 {
2090 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2091 winners++; 2067 winners++;
2092 } 2068 }
2093 2069
2098 } 2074 }
2099 } 2075 }
2100 2076
2101 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2103 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2104 if (totalchance > 50.) 2082 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2114 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))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2094 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2119 2098
2120 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2121 i = -1; 2100 i = -1;
2122 if (winners > 0) 2101 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2124 2103
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 { 2105 {
2127 /* resistance increased! */ 2106 /* resistance increased! */
2128 skin->resist[i]++; 2107 skin->resist[i]++;
2129 op->update_stats (); 2108 op->update_stats ();
2130 2109
2131 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]));
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 } 2111 }
2134 2112
2135 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2136 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 */
2137 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)
2138 { 2116 {
2139 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> */
2140 2118
2141 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
2142 { 2125 ));
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else 2126 else
2149 { 2127 {
2150 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]));
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0; 2129 abil->last_eat = 0;
2153 } 2130 }
2154 } 2131 }
2132
2155 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 ();
2156} 2210}
2157 2211
2158/** 2212/**
2159 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2162static void 2216static void
2163apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2164{ 2218{
2165 object *armor; 2219 object *armor;
2166 2220
2167 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))
2168 { 2222 {
2169 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.>");
2170 return; 2224 return;
2171 } 2225 }
2172 2226
2173 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2174 2228
2175 if (!armor) 2229 if (!armor)
2176 { 2230 {
2177 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.");
2178 return; 2232 return;
2179 } 2233 }
2180 2234
2181 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2236 && armor->type != CLOAK
2183 && 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)
2184 { 2238 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2240 return;
2187 } 2241 }
2188 2242
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2191} 2245}
2192 2246
2193extern void 2247void
2194apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2195{ 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
2196 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2197 { 2256 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2201 } 2260 }
2261
2202 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2203 { 2263 {
2204 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);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2206 } 2266 }
2267
2207 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2269 poison->destroy ();
2209 decrease_ob (tmp);
2210} 2270}
2211 2271
2212/** 2272/**
2213 * 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.
2214 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2219 * 2279 *
2220 * 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
2221 * 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
2222 * 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).
2223 */ 2283 */
2224int 2284static int
2225is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2226{ 2286{
2227 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2228 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 */
2229 2289
2230#if 0 //TODO 2290#if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2233#endif 2293#endif
2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2234 2296
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236 2298
2237 if (exitmap) 2299 if (exitmap)
2238 { 2300 {
2293 return 1; 2355 return 1;
2294 } 2356 }
2295 } 2357 }
2296 2358
2297 return 0; 2359 return 0;
2360}
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 ();
2298} 2708}
2299 2709
2300/** 2710/**
2301 * Main apply handler. 2711 * Main apply handler.
2302 * 2712 *
2305 * Return value: 2715 * Return value:
2306 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2307 * 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
2308 * 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
2309 * 2719 *
2310 * 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
2311 * being applied. 2721 * being applied.
2312 * 2722 *
2313 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2314 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2315 */ 2725 */
2316int 2726int
2317manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2318{ 2728{
2319 if (tmp->head) 2729 op = op->head_ ();
2320 tmp = tmp->head;
2321 2730
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2323 { 2732 {
2324 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2325 { 2734 {
2326 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
2327 return 1; 2737 return 1;
2328 } 2738 }
2329 else 2739 else
2330 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2331 } 2741 }
2332 2742
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2334 return RESULT_INT (0); 2744 return RESULT_INT (0);
2335 2745
2336 switch (tmp->type) 2746 switch (op->type)
2337 { 2747 {
2338 case CF_HANDLE: 2748 case T_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2343 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2344 push_button (tmp); 2754 push_button (op, who);
2345 return 1; 2755 return 1;
2346 2756
2347 case TRIGGER: 2757 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2349 { 2759 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2352 } 2762 }
2353 else 2763 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2355 2765
2356 return 1; 2766 return 1;
2357 2767
2358 case EXIT: 2768 case EXIT:
2359 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2360 return 0; 2770 return 0;
2361 2771
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 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)));
2364 else 2774 else
2365 { 2775 {
2366 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2369 2779
2370 op->enter_exit (tmp); 2780 who->enter_exit (op);
2371 } 2781 }
2372 2782
2373 return 1; 2783 return 1;
2374 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
2375 case SIGN: 2790 case SIGN:
2376 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2377 return 1; 2792 return 1;
2378 2793
2379 case BOOK: 2794 case BOOK:
2380 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2381 { 2796 {
2382 apply_book (op, tmp); 2797 apply_book (who, op);
2383 return 1; 2798 return 1;
2384 } 2799 }
2385 else 2800 else
2386 return 0; 2801 return 0;
2387 2802
2388 case SKILLSCROLL: 2803 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2390 { 2805 {
2391 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2392 return 1; 2807 return 1;
2393 } 2808 }
2394 else 2809 else
2395 return 0; 2810 return 0;
2396 2811
2397 case SPELLBOOK: 2812 case SPELLBOOK:
2398 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2399 { 2814 {
2400 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2401 return 1; 2816 return 1;
2402 } 2817 }
2403 else 2818 else
2404 return 0; 2819 return 0;
2405 2820
2406 case SCROLL: 2821 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2408 return 1; 2823 return 1;
2409 2824
2410 case POTION: 2825 case POTION:
2411 apply_potion (op, tmp); 2826 apply_potion (who, op);
2412 return 1; 2827 return 1;
2413 2828
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2831 case CLOSE_CON:
2417 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2418 return 1; 2833 return 1;
2419 2834
2420 case CONTAINER: 2835 case CONTAINER:
2421 apply_container (op, tmp); 2836 apply_container (who, op);
2422 return 1; 2837 return 1;
2423 2838
2424 case TREASURE: 2839 case TREASURE:
2425 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2426 { 2841 {
2427 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2428 return 1; 2843 return 1;
2429 } 2844 }
2430 else 2845 else
2431 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2432 2852
2433 case WEAPON: 2853 case WEAPON:
2434 case ARMOUR: 2854 case ARMOUR:
2435 case BOOTS: 2855 case BOOTS:
2436 case GLOVES: 2856 case GLOVES:
2444 case WAND: 2864 case WAND:
2445 case ROD: 2865 case ROD:
2446 case HORN: 2866 case HORN:
2447 case SKILL: 2867 case SKILL:
2448 case BOW: 2868 case BOW:
2449 case LAMP:
2450 case BUILDER: 2869 case BUILDER:
2451 case SKILL_TOOL: 2870 case SKILL_TOOL:
2452 if (tmp->env != op) 2871 if (op->env != who)
2453 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2454 2873
2455 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2456 return 1; 2875 return 1;
2457 2876
2458 case DRINK: 2877 case DRINK:
2459 case FOOD: 2878 case FOOD:
2460 case FLESH: 2879 case FLESH:
2461 apply_food (op, tmp); 2880 apply_food (who, op);
2462 return 1; 2881 return 1;
2463 2882
2464 case POISON: 2883 case POISON:
2465 apply_poison (op, tmp); 2884 apply_poison (who, op);
2466 return 1; 2885 return 1;
2467 2886
2468 case SAVEBED: 2887 case SAVEBED:
2469 return 1; 2888 return 1;
2470 2889
2471 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2472 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2473 { 2892 {
2474 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2475 return 1; 2894 return 1;
2476 } 2895 }
2477 else 2896 else
2478 return 0; 2897 return 0;
2479 2898
2480 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2481 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2482 return 1; 2901 return 1;
2483 2902
2484 case CLOCK: 2903 case CLOCK:
2485 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2486 { 2905 {
2487 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2488 timeofday_t tod; 2907 timeofday_t tod;
2489 2908
2490 get_tod (&tod); 2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2491 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2492 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493 ((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")
2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2915 ));
2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2496 return 1; 2916 return 1;
2497 } 2917 }
2498 else 2918 else
2499 return 0; 2919 return 0;
2500 2920
2501 case MENU: 2921 case MENU:
2502 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2503 { 2923 {
2504 shop_listing (tmp, op); 2924 shop_listing (op, who);
2505 return 1; 2925 return 1;
2506 } 2926 }
2507 else 2927 else
2508 return 0; 2928 return 0;
2509 2929
2510 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2511 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2512 return 1; 2932 return 1;
2513 2933
2514 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2515 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2516 { 2936 {
2517 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2518 return 1; 2938 return 1;
2519 } 2939 }
2520 else 2940 else
2521 return 0; 2941 return 0;
2522 2942
2523 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2524 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2525 return 1; 2945 return 1;
2526 2946
2527 default: 2947 default:
2528 return 0; 2948 return 0;
2529 } 2949 }
2530} 2950}
2531
2532 2951
2533/* 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"
2534 * 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
2535 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2536 * 2955 *
2537 * Same return value as apply() function. 2956 * Same return value as apply() function.
2538 */ 2957 */
2539int 2958int
2540player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2541{ 2960{
2542 int tmp;
2543
2544 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2545 { 2962 {
2546 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2547 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548 { 2965 {
2549 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.>");
2550 return 0; 2969 return 0;
2551 } 2970 }
2552 } 2971 }
2553 2972
2554 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2555 * applied.
2556 */
2557 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2558 {
2559 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2560 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2561 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2562 op->destroy ();
2563 return 1;
2564 }
2565
2566 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2567 2974
2568 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2569 if (!quiet) 2977 if (!quiet)
2570 { 2978 {
2571 if (tmp == 0) 2979 if (tmp == 0)
2572 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)));
2573 else if (tmp == 2) 2981 else if (tmp == 2)
2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2575 } 2983 }
2984
2576 return tmp; 2985 return tmp;
2577} 2986}
2578 2987
2579/** 2988/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2581 * 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
2582 * we use the ground. 2991 * we use the ground.
2583 */ 2992 */
2584
2585void 2993void
2586player_apply_below (object *pl) 2994player_apply_below (object *pl)
2587{ 2995{
2588 int floors = 0; 2996 int floors = 0;
2589 2997
2593 * 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
2594 * 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
2595 * 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
2596 * not return a proper value. 3004 * not return a proper value.
2597 */ 3005 */
2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2599 { 3007 {
2600 next = tmp->below; 3008 next = tmp->below;
2601 3009
2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2603 floors++; 3011 floors++;
2608 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2609 * 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
2610 * the item needs. 3018 * the item needs.
2611 */ 3019 */
2612 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2613 {
2614 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2615 return; 3022 return;
2616 } 3023
2617 if (floors >= 2) 3024 if (floors >= 2)
2618 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2619 } 3026 }
2620} 3027}
2621 3028
2630{ 3037{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 3040 return RESULT_INT (0);
2634 3041
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
2638 3043
2639 switch (op->type) 3044 switch (op->type)
2640 { 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
2641 case WEAPON: 3060 case WEAPON:
2642 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 }
3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
2643 3069
2644 change_abil (who, op); 3070 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3072 break;
2646 3073
3074 case SKILL:
2647 if (who->contr) 3075 if (who->contr)
2648 { 3076 {
2649 if (who->contr->combat_ob == op) 3077 if (IS_COMBAT_SKILL (op->subtype))
2650 who->contr->combat_ob = 0; 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);
2651 3081
2652 if (who->current_weapon == op) 3082 if (op->invisible)
2653 who->current_weapon = 0; 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)));
2654 } 3086 }
2655 3087
2656 clear_skill (who);
2657 break;
2658
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2665 {
2666 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 }
2671
2672 change_abil (who, op); 3088 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 3090 break;
2676 3091
2677 case ARMOUR: 3092 case ARMOUR:
2678 case HELMET: 3093 case HELMET:
2682 case GLOVES: 3097 case GLOVES:
2683 case AMULET: 3098 case AMULET:
2684 case GIRDLE: 3099 case GIRDLE:
2685 case BRACERS: 3100 case BRACERS:
2686 case CLOAK: 3101 case CLOAK:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2688 change_abil (who, op); 3103 change_abil (who, op);
2689 break; 3104 break;
2690
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->contr)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 {
2714 if (who->contr)
2715 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 }
2719 }
2720
2721 if (who->contr)
2722 esrv_send_item (who, tmp2);
2723
2724 return 1; /* otherwise, an attempt to drop causes problems */
2725 3105
2726 case BOW: 3106 case BOW:
2727 case WAND: 3107 case WAND:
2728 case ROD: 3108 case ROD:
2729 case HORN: 3109 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 3110 if (player *pl = who->contr)
2733 { 3111 {
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3112 if (op == pl->ranged_ob)
2735 3113 {
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0; 3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
2738 3117
2739 if (who->current_weapon == op) 3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2740 who->current_weapon = 0;
2741 } 3119 }
2742 else 3120 else
2743 { 3121 {
3122 who->change_skill (0);
3123
2744 if (op->type == BOW) 3124 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 3126 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 3128 }
2749 3129
2750 break; 3130 break;
2751 3131
2752 case BUILDER: 3132 case BUILDER:
2753 if (who->contr) 3133 if (who->contr)
2754 { 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 3135 break;
2761 3136
2762 default: 3137 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2764 break; 3139 break;
2765 } 3140 }
2766 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
2767 who->update_stats (); 3146 who->update_stats ();
2768
2769 if (!(aflags & AP_NO_MERGE))
2770 {
2771 object *tmp = merge_ob (op, 0);
2772
2773 if (who->contr)
2774 {
2775 if (tmp)
2776 { /* it was merged */
2777 esrv_del_item (who->contr, op->count);
2778 op = tmp;
2779 }
2780
2781 esrv_send_item (who, op);
2782 }
2783 }
2784 3147
2785 return 0; 3148 return 0;
2786} 3149}
2787 3150
2788/** 3151/**
2789 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2791 * 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
2792 * something like: 3155 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2797 * 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.
2798 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 3162 * invisible other objects that use
2800 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
2801 */ 3164 */
2802static object * 3165static object *
2803get_item_from_body_location (int loc, object *start) 3166get_next_item_from_body_location (int loc, object *start)
2804{ 3167{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 3172 return tmp;
2809 3173
2810 return 0; 3174 return 0;
2811} 3175}
2812 3176
2813/** 3177/**
2819 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
2820 * 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
2821 * 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
2822 * another function that does just that. 3186 * another function that does just that.
2823 */ 3187 */
2824int 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
2825unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2826{ 3196{
2827 if (op->is_range ()) 3197 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2830 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)))
2831 { 3201 {
2832 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
2834 else 3204 else
2835 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
2836 } 3206 }
2837 else 3207 else
2838 { 3208 {
2839 /* 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.
2840 * 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
2841 * at least generate the message. 3211 * at least generate the message.
2842 */ 3212 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %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)));
2844 return 1; 3214 return 1;
2845 } 3215 }
2846 3216
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 3218 {
2854 /* 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
2855 * to free up enough slots. 3225 * to free up enough slots.
2856 */ 3226 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 3228 {
2859 object *tmp = get_item_from_body_location (i, last); 3229 object *tmp = get_next_item_from_body_location (i, last);
2860 3230
2861 if (!tmp) 3231 if (!tmp)
2862 { 3232 {
2863#if 0 3233#if 0
2864 /* 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
2871 3241
2872 /* 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 */
2873 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))))
2874 { 3244 {
2875 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
2877 else 3247 else
2878 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
2879 } 3249 }
2880 else 3250 else
2881 { 3251 {
2882 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
2883 * 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,
2884 * 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
2885 * one cursed ring.) 3255 * one cursed ring.)
2886 */ 3256 */
2887 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)));
2888 } 3258 }
2889 3259
2890 last = tmp->below; 3260 last = tmp->below;
2891 } 3261 }
2892 /* 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
2902 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
2906 * 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
2907 * 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?)
2908 * 3278 *
2909 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
2910 * these return values. 3280 * these return values.
2911 */ 3281 */
2912int 3282int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 3292 {
2923 if (op->slot[i].info) 3293 if (op->slot[i].info)
2924 { 3294 {
2925 /* Item uses more slots than we have */ 3295 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 3296 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 3297 {
2928 /* Could return now for efficiency - rest of info below isn't 3298 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 3299 * really needed.
2930 */ 3300 */
2931 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
2932 } 3302 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 3304 {
2935 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
2936 * we have. 3306 * we have.
2937 */ 3307 */
2938 3308
2943 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
2944 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
2945 * may be two handed for example. 3315 * may be two handed for example.
2946 */ 3316 */
2947 if (ws) 3317 if (ws)
2948 {
2949 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2950 { 3319 {
2951 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
2952 continue; 3321 continue;
2953 } 3322 }
2954 }
2955 3323
2956 object *tmp1 = get_item_from_body_location (i, who->inv); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2957 if (!tmp1) 3325 if (!tmp1)
2958 { 3326 {
2959#if 0 3327#if 0
2960 /* 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
2961 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
2969 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
2970 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
2971 * to apply multiple objects 3339 * to apply multiple objects
2972 */ 3340 */
2973 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
2974 if (!tmp) 3343 if (!tmp)
2975 tmp = tmp1; 3344 tmp = tmp1;
2976 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
2977 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
2978 3347
3040 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3041 * 3410 *
3042 * Optional flags: 3411 * Optional flags:
3043 * 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
3044 * 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
3045 * 3415 *
3046 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3047 * 3417 *
3048 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3049 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3050int 3424int
3051apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3052{ 3426{
3053 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3054 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3069 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3070 return 0; 3444 return 0;
3071 3445
3072 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)))
3073 { 3447 {
3074 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)));
3075 return 1; 3449 return 1;
3076 } 3450 }
3077 3451
3078 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3079 } 3453 }
3080
3081 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3082 return 0; 3455 return 0;
3456
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);
3083 3467
3084 /* 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 */
3085 if (int i = can_apply_object (who, op)) 3469 if (int i = can_apply_object (who, op))
3086 { 3470 {
3087 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3088 { 3472 {
3089 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)));
3090 return 1; 3474 return 1;
3091 } 3475 }
3092 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3093 { 3477 {
3094 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 ));
3095 return 1; 3483 return 1;
3096 } 3484 }
3097 3485
3098 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3099 { 3487 {
3103 } 3491 }
3104 else 3492 else
3105 { 3493 {
3106 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))
3107 { 3495 {
3108 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:");
3109 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3110 return 1; 3498 return 1;
3111 } 3499 }
3112 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))
3113 if (unapply_for_ob (who, op, aflags)) 3501 if (unapply_for_ob (who, op, aflags))
3119 { 3507 {
3120 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3121 3509
3122 if (!skop) 3510 if (!skop)
3123 { 3511 {
3124 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));
3125 return 1; 3513 return 1;
3126 } 3514 }
3127 else 3515 else
3128 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3129 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3130 */ 3518 */
3131 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3132 }
3133
3134 if (who->type == PLAYER
3135 && op->item_power
3136 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3137 { 3520 }
3138 new_draw_info (NDI_UNIQUE, 0, who, 3521
3522 if (!check_item_power (who, op->item_power))
3523 {
3139 "Equipping that combined with other items would consume your soul! " 3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3140 "[use the skills command to check your available item power]");
3141 return 1; 3525 return 1;
3142 } 3526 }
3143 3527
3144 /* 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.
3145 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3146 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3147 */ 3531 */
3148 if (op->nrof > 1) 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3149 tmp = get_split_ob (op, op->nrof - 1);
3150 else
3151 tmp = 0;
3152 3533
3153 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)))
3154 return RESULT_INT (0); 3535 return RESULT_INT (0);
3155 3536
3156 switch (op->type) 3537 switch (op->type)
3157 { 3538 {
3158 case WEAPON: 3539 case WEAPON:
3159 if (!check_weapon_power (who, op->last_eat))
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.");
3162 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3163
3164 if (tmp)
3165 insert_ob_in_ob (tmp, who);
3166
3167 return 1;
3168 }
3169
3170 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3171 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3172 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3173 { 3543 {
3174 /* 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. */
3175 /* (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) */
3176 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.>");
3177 3547
3178 if (tmp) 3548 if (tmp)
3179 insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3180 3550
3181 return 1; 3551 return 1;
3182 } 3552 }
3183 3553
3184 if (!skop) 3554 if (!skop)
3185 { 3555 {
3186 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3187 return 1; 3557 return 1;
3188 } 3558 }
3189 3559
3190 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3191 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3192 3562
3193 if (who->contr) 3563 if (who->contr)
3194 {
3195 who->contr->combat_ob = op; 3564 who->change_weapon (who->contr->combat_ob = op);
3196 who->current_weapon = op;
3197 }
3198 3565
3199 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3200 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3201
3202 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3203
3204 change_abil (who, op); 3569 change_abil (who, op);
3205 break; 3570 break;
3206 3571
3207 case ARMOUR: 3572 case ARMOUR:
3208 case HELMET: 3573 case HELMET:
3213 case BRACERS: 3578 case BRACERS:
3214 case CLOAK: 3579 case CLOAK:
3215 case RING: 3580 case RING:
3216 case AMULET: 3581 case AMULET:
3217 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3219 change_abil (who, op); 3584 change_abil (who, op);
3220 break; 3585 break;
3221 3586
3222 case LAMP: 3587 case SKILL_TOOL:
3223 if (op->stats.food < 1) 3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3224 { 3592 {
3225 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);
3226 return 1; 3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3227 } 3596 }
3597 break;
3228 3598
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3230 tmp2 = arch_to_object (op->other_arch);
3231 tmp2->stats.food = op->stats.food;
3232 SET_FLAG (tmp2, FLAG_APPLIED);
3233
3234 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3235 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236
3237 insert_ob_in_ob (tmp2, who);
3238
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER)
3241 esrv_del_item (who->contr, op->count);
3242
3243 op->destroy ();
3244
3245 /* insert the portion that was split off */
3246 if (tmp)
3247 {
3248 insert_ob_in_ob (tmp, who);
3249 if (who->type == PLAYER)
3250 esrv_send_item (who, tmp);
3251 }
3252
3253 who->update_stats ();
3254
3255 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3256 if (who->type == PLAYER)
3257 {
3258 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3259 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3260 }
3261
3262 if (who->type == PLAYER)
3263 esrv_send_item (who, tmp2);
3264
3265 return 0;
3266
3267 /* this part is needed for skill-tools */
3268 case SKILL: 3599 case SKILL:
3269 case SKILL_TOOL:
3270 if (who->chosen_skill)
3271 {
3272 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3273 return 1;
3274 }
3275
3276 if (player *pl = who->contr) 3600 if (player *pl = who->contr)
3277 { 3601 {
3278 if (IS_COMBAT_SKILL (op->subtype)) 3602 if (IS_COMBAT_SKILL (op->subtype))
3279 { 3603 {
3280 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3281 { 3605 {
3282 for (object *item = who->inv; item; item = item->below) 3606 for (object *item = who->inv; item; item = item->below)
3283 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3284 { 3608 {
3285 pl->combat_ob = who->current_weapon = item; 3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3286 goto found_weapon; 3612 goto found_weapon;
3613 }
3287 } 3614 }
3288 3615
3616 who->failmsg (format (
3289 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 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 ));
3290 return 1; 3621 return 1;
3291 3622
3292 found_weapon:; 3623 found_weapon:;
3293 } 3624 }
3294 else 3625 else
3295 {
3296 pl->combat_ob = op; 3626 who->change_weapon (pl->combat_ob = op);
3297 op->current_weapon = 0;
3298 }
3299 } 3627 }
3300 else if (IS_RANGED_SKILL (op->subtype)) 3628 else if (IS_RANGED_SKILL (op->subtype))
3301 { 3629 {
3302 if (skill_flags [op->subtype] & SF_NEED_BOW) 3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3303 { 3631 {
3304 for (object *item = who->inv; item; item = item->below) 3632 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3306 { 3634 {
3307 pl->ranged_ob = who->current_weapon = item; 3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3308 goto found_bow; 3637 goto found_bow;
3309 } 3638 }
3310 3639
3640 who->failmsg (
3311 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 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 );
3312 return 1; 3644 return 1;
3313 3645
3314 found_bow:; 3646 found_bow:;
3315 } 3647 }
3316 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3317 {
3318 for (object *item = who->inv; item; item = item->below)
3319 if (item->flag [FLAG_APPLIED]
3320 && (item->type == WAND || item->type == ROD || item->type == HORN))
3321 {
3322 pl->ranged_ob = who->current_weapon = item;
3323 goto found_item;
3324 }
3325
3326 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3327 return 1;
3328
3329 found_item:;
3330 }
3331 else 3648 else
3332 {
3333 pl->ranged_ob = op; 3649 who->change_weapon (pl->ranged_ob = op);
3334 op->current_weapon = 0;
3335 }
3336 } 3650 }
3337 3651
3338 if (!op->invisible) 3652 if (!op->invisible)
3339 { 3653 {
3340 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3654 who->statusmsg (format (
3341 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3342 } 3660 }
3343 else 3661 else
3344 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3345 } 3663 }
3346 3664 else
3665 {
3347 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3348 change_abil (who, op); 3667 change_abil (who, op);
3349 who->chosen_skill = op; 3668 who->chosen_skill = op;
3350 SET_FLAG (who, FLAG_READY_SKILL); 3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3351 break; 3672 break;
3352 3673
3353 case BOW: 3674 case BOW:
3354 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3355 { 3676 {
3356 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3357 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3678 "H<Its name indicates that it belongs to somebody else.>");
3358
3359 if (tmp)
3360 insert_ob_in_ob (tmp, who);
3361
3362 return 1;
3363 }
3364
3365 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3366 {
3367 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3368 if (tmp) 3679 if (tmp)
3369 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3370 3681
3371 return 1; 3682 return 1;
3372 } 3683 }
3377 case HORN: 3688 case HORN:
3378 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3379 3690
3380 if (!skop) 3691 if (!skop)
3381 { 3692 {
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3383 return 1; 3694 return 1;
3384 } 3695 }
3385 3696
3386 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3387 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3388 3699
3389 if (who->contr) 3700 if (who->contr)
3390 { 3701 {
3391 who->contr->ranged_ob = op; 3702 who->contr->ranged_ob = op;
3392 3703
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3394 3705
3395 if (op->type == BOW) 3706 if (op->type == BOW)
3396 { 3707 {
3397 who->current_weapon = op; 3708 who->current_weapon = op;
3398 change_abil (who, op); 3709 change_abil (who, op);
3399 new_draw_info_format (NDI_UNIQUE, 0, who,
3400 "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)));
3401 } 3711 }
3402 } 3712 }
3403 else 3713 else
3404 { 3714 {
3405 if (op->type == BOW) 3715 if (op->type == BOW)
3411 break; 3721 break;
3412 3722
3413 case BUILDER: 3723 case BUILDER:
3414 if (who->type == PLAYER) 3724 if (who->type == PLAYER)
3415 { 3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3416 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3417 unapply_special (who, who->contr->ranged_ob, 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3418 3729
3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3420 3731
3421 who->contr->ranged_ob = op; 3732 who->contr->ranged_ob = op;
3422 } 3733 }
3423 break; 3734 break;
3424 3735
3425 default: 3736 default:
3426 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3427 } /* end of switch op->type */ 3738 }
3428 3739
3429 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3430 3741
3431 if (tmp) 3742 if (tmp)
3432 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3433 3744
3434 who->update_stats (); 3745 who->update_stats ();
3435 3746
3436 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3437 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3439 */ 3750 */
3440 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)
3441 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3442 3753
3443 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3444 {
3445 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3446 { 3756 {
3447 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 );
3448 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3449 } 3762 }
3450 }
3451 3763
3452 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3453 {
3454 /* if multiple objects were applied, update both slots */
3455 if (tmp)
3456 esrv_send_item (who, tmp);
3457
3458 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3459 }
3460 3766
3461 return 0; 3767 return 0;
3462}
3463
3464int
3465monster_apply_special (object *who, object *op, int aflags)
3466{
3467 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3468 return 1;
3469 return apply_special (who, op, aflags);
3470} 3768}
3471 3769
3472/** 3770/**
3473 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3474 * 3772 *
3477int 3775int
3478auto_apply (object *op) 3776auto_apply (object *op)
3479{ 3777{
3480 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3481 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3482 3782
3483 switch (op->type) 3783 switch (op->type)
3484 { 3784 {
3485 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3486 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3488 3788
3489 do 3789 do
3490 { 3790 {
3491 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3492 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3493 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
3494 if (tmp == NULL) 3798 if (tmp == NULL)
3495 return 0; 3799 return 0;
3800
3496 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3497 { 3802 {
3498 tmp->destroy (); 3803 tmp->destroy ();
3499 tmp = NULL; 3804 tmp = NULL;
3500 } 3805 }
3503 3808
3504 tmp->x = op->x; 3809 tmp->x = op->x;
3505 tmp->y = op->y; 3810 tmp->y = op->y;
3506 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3507 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3508 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3509 identify (tmp); 3813 identify (tmp);
3510 break; 3814 break;
3511 3815
3512 case TREASURE: 3816 case TREASURE:
3513 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3520 /* 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,
3521 * 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
3522 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3523 * that is put inside other objects. 3827 * that is put inside other objects.
3524 */ 3828 */
3525 for (tmp = op->inv; tmp; tmp = tmp2)
3526 {
3527 tmp2 = tmp->below;
3528 tmp->remove ();
3529
3530 if (op->env) 3829 if (op->env)
3531 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3532 else 3831 op->env->insert (op->inv);
3533 tmp->destroy ();
3534 }
3535 3832
3536 op->destroy (); 3833 op->destroy ();
3537 break; 3834 break;
3538 } 3835 }
3539 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3540} 3838}
3541 3839
3542/** 3840/**
3543 * fix_auto_apply goes through the entire map every time a map 3841 * fix_auto_apply goes through the entire map every time a map
3544 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3558 3856
3559 if (tmp->inv) 3857 if (tmp->inv)
3560 { 3858 {
3561 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3562 3860
3563 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3564 { 3862 {
3565 invnext = invtmp->below; 3863 invnext = invtmp->below;
3566 3864
3567 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3568 auto_apply (invtmp); 3866 auto_apply (invtmp);
3569 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3570 { 3868 {
3571 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3572 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3573 3871
3574 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3575 } 3873 }
3576 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3637 } 3935 }
3638 3936
3639 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3640 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3641 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3642 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3643} 3941}
3644 3942
3645/** 3943/**
3646 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3647 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3648 * 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
3649 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3650 */ 3948 */
3651
3652void 3949void
3653eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3654{ 3951{
3655 object *force; 3952 object *force;
3656 int i, did_one = 0; 3953 int i, did_one = 0;
3657 sint8 k;
3658 3954
3659 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3660 3958
3661 for (i = 0; i < NUM_STATS; i++)
3662 {
3663 k = get_attr_value (&food->stats, i);
3664 if (k)
3665 {
3666 set_attr_value (&force->stats, i, k);
3667 did_one = 1;
3668 }
3669 }
3670
3671 /* check if we can protect the eater */
3672 for (i = 0; i < NROFATTACKS; i++)
3673 {
3674 if (food->resist[i] > 0)
3675 {
3676 force->resist[i] = food->resist[i] / 2;
3677 did_one = 1;
3678 }
3679 }
3680
3681 if (did_one)
3682 {
3683 force->set_speed (0.1);
3684 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3685 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3686 SET_FLAG (force, FLAG_APPLIED); 3961
3687 change_abil (who, force); 3962 if (force = who->force_find (key))
3688 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;
3689 } 3973 }
3690 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
3691 force->destroy (); 4005 force->destroy ();
4006 }
3692 4007
3693 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3694 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3695 { 4010 {
3696 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3697 { 4012 {
3698 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3699 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3700 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3701 } 4016 }
3702 else 4017 else
3703 { 4018 {
3704 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3705 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3706 else 4021 else
3707 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3708 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3709 } 4025 }
3710 } 4026 }
4027
3711 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3712 { 4029 {
3713 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3714 { 4031 {
3715 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3716 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3717 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3718 who->stats.sp = 0; 4035 who->stats.sp = 0;
3719 } 4036 }
3720 else 4037 else
3721 { 4038 {
3722 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3723 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3724 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3725 } 4042 }
3726 } 4043 }
4044
3727 who->update_stats (); 4045 who->update_stats ();
3728}
3729
3730/**
3731 * Designed primarily to light torches/lanterns/etc.
3732 * Also burns up burnable material too. First object in the inventory is
3733 * the selected object to "burn". -b.t.
3734 */
3735void
3736apply_lighter (object *who, object *lighter)
3737{
3738 object *item;
3739 int is_player_env = 0;
3740
3741 item = find_marked_object (who);
3742 if (item)
3743 {
3744 if (lighter->last_eat && lighter->stats.food)
3745 { /* lighter gets used up */
3746 /* Split multiple lighters if they're being used up. Otherwise *
3747 * one charge from each would be used up. --DAMN */
3748 if (lighter->nrof > 1)
3749 {
3750 object *oneLighter = lighter->clone ();
3751
3752 lighter->nrof -= 1;
3753 oneLighter->nrof = 1;
3754 oneLighter->stats.food--;
3755 esrv_send_item (who, lighter);
3756 oneLighter = insert_ob_in_ob (oneLighter, who);
3757 esrv_send_item (who, oneLighter);
3758 }
3759 else
3760 lighter->stats.food--;
3761 }
3762 else if (lighter->last_eat)
3763 { /* no charges left in lighter */
3764 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3765 return;
3766 }
3767
3768 /* Perhaps we should split what we are trying to light on fire?
3769 * I can't see many times when you would want to light multiple
3770 * objects at once.
3771 */
3772
3773 if (who == item->in_player ())
3774 is_player_env = 1;
3775
3776 save_throw_object (item, AT_FIRE, who);
3777
3778 if (item->destroyed ())
3779 {
3780 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3781 /* Need to update the player so that the players glow radius
3782 * gets changed.
3783 */
3784 if (is_player_env)
3785 who->update_stats ();
3786 }
3787 else
3788 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3789 }
3790 else /* nothing to light */
3791 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3792
3793}
3794
3795/**
3796 * op made some mistake with a scroll, this takes care of punishment.
3797 * scroll_failure()- hacked directly from spell_failure
3798 */
3799void
3800scroll_failure (object *op, int failure, int power)
3801{
3802 if (abs (failure / 4) > power)
3803 power = abs (failure / 4); /* set minimum effect */
3804
3805 if (failure <= -1 && failure > -15)
3806 { /* wonder */
3807 object *tmp;
3808
3809 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3810 tmp = get_archetype (SPELL_WONDER);
3811 cast_wonder (op, op, 0, tmp);
3812 tmp->destroy ();
3813 }
3814 else if (failure <= -15 && failure > -35)
3815 { /* drain mana */
3816 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3817 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3818 if (op->stats.sp < 0)
3819 op->stats.sp = 0;
3820 }
3821 else if (settings.spell_failure_effects == TRUE)
3822 {
3823 if (failure <= -35 && failure > -60)
3824 { /* confusion */
3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3826 confuse_player (op, op, power);
3827 }
3828 else if (failure <= -60 && failure > -70)
3829 { /* paralysis */
3830 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3831 paralyze_player (op, op, power);
3832 }
3833 else if (failure <= -70 && failure > -80)
3834 { /* blind */
3835 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3836 blind_player (op, op, power);
3837 }
3838 else if (failure <= -80)
3839 { /* blast the immediate area */
3840 object *tmp = get_archetype (LOOSE_MANA);
3841 cast_magic_storm (op, tmp, power);
3842 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3843 tmp->destroy ();
3844 }
3845 }
3846} 4046}
3847 4047
3848void 4048void
3849apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3850{ 4050{
3867 */ 4067 */
3868 int i, j; 4068 int i, j;
3869 4069
3870 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
3871 { 4071 {
3872 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
3873 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
3874 4074
3875 stat += get_attr_value (ns, i);
3876 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
3877 { 4076 {
3878 excess_stat++; 4077 excess_stat++;
3879 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
3880 } 4079 }
3881 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
3882 } 4082 }
3883 4083
3884 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
3885 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
3886 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
3887 int stat = get_attr_value (stats, i);
3888 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3889 4087
3890 if (i == CHA) 4088 if (i == CHA)
3891 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);
3892 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
3893 { 4094 {
3894 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
3895 excess_stat--; 4096 excess_stat--;
3896 } 4097 }
3897 } 4098 }
3898 4099
3899 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3900 * the player ref: player.c 4101 * the player ref: player.c
3901 */ 4102 */
3902 if (change->randomitems != NULL) 4103 if (change->randomitems)
3903 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3904
3905 4105
3906 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3907 4107
3908 /* first, look for the force object banning 4108 /* first, look for the force object banning
3909 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3910 */ 4110 */
3911 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3912 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3913 flag_change_face = 0; 4113 flag_change_face = 0;
3914 4114
3915 if (flag_change_face) 4115 if (flag_change_face)
3916 { 4116 {
3917 pl->animation_id = GET_ANIM_ID (change);
3918 pl->face = change->face; 4117 pl->face = change->face;
3919 4118 pl->animation_id = change->animation_id;
3920 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3921 SET_FLAG (pl, FLAG_ANIMATE);
3922 else
3923 CLEAR_FLAG (pl, FLAG_ANIMATE);
3924 } 4120 }
3925 4121
3926 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3927 /*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); */
3928 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3929 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3930 4126
3931 break; 4127 break;
3932 } 4128 }
3933 } 4129 }
3934} 4130}
3935 4131
3936/**
3937 * This handles items of type 'transformer'.
3938 * Basically those items, used with a marked item, transform both items into something
3939 * else.
3940 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3941 * Change information is contained in the 'slaying' field of the marked item.
3942 * The format is as follow: transformer:[number ]yield[;transformer:...].
3943 * This way an item can be transformed in many things, and/or many objects.
3944 * The 'slaying' field for transformer is used as verb for the action.
3945 */
3946void
3947apply_item_transformer (object *pl, object *transformer)
3948{
3949 object *marked;
3950 object *new_item;
3951 char *find;
3952 char *separator;
3953 int yield;
3954 char got[MAX_BUF];
3955 int len;
3956
3957 if (!pl || !transformer)
3958 return;
3959 marked = find_marked_object (pl);
3960 if (!marked)
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3963 return;
3964 }
3965 if (!marked->slaying)
3966 {
3967 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3968 return;
3969 }
3970 /* check whether they are compatible or not */
3971 find = strstr (marked->slaying, transformer->arch->name);
3972 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3973 {
3974 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3975 return;
3976 }
3977 find += strlen (transformer->arch->name) + 1;
3978 /* Item can be used, now find how many and what it yields */
3979 if (isdigit (*(find)))
3980 {
3981 yield = atoi (find);
3982 if (yield < 1)
3983 {
3984 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3985 yield = 1;
3986 }
3987 }
3988 else
3989 yield = 1;
3990
3991 while (isdigit (*find))
3992 find++;
3993 while (*find == ' ')
3994 find++;
3995 memset (got, 0, MAX_BUF);
3996 if ((separator = strchr (find, ';')) != NULL)
3997 {
3998 len = separator - find;
3999 }
4000 else
4001 {
4002 len = strlen (find);
4003 }
4004 if (len > MAX_BUF - 1)
4005 len = MAX_BUF - 1;
4006 strcpy (got, find);
4007 got[len] = '\0';
4008
4009 /* Now create new item, remove used ones when required. */
4010 new_item = get_archetype (got);
4011 if (!new_item)
4012 {
4013 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4014 return;
4015 }
4016
4017 new_item->nrof = yield;
4018 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4019 insert_ob_in_ob (new_item, pl);
4020 esrv_send_inventory (pl, pl);
4021 /* Eat up one item */
4022 decrease_ob_nr (marked, 1);
4023 /* Eat one transformer if needed */
4024 if (transformer->stats.food)
4025 if (--transformer->stats.food == 0)
4026 decrease_ob_nr (transformer, 1);
4027}

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