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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.114 by root, Tue Jul 10 06:44:31 2007 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 int success = 0;
99 99
100 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
101 return 0; 101 return 0;
102 102
103 /* 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
104 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
105 */ 105 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0; 107 return 0;
108 108
109 marked = find_marked_object (pl);
110 /* 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
111 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
112 */ 111 */
112 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 114 {
115 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
116 { 116 {
117 identify (marked); 117 identify (marked);
118 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));
119 if (marked->msg) 120 if (marked->msg)
120 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
123 } 124 }
124 return money == NULL;
125 } 125 }
126 }
127 126
128 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
129 { 128 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 130 {
132 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
133 { 132 {
134 identify (id); 133 identify (id);
135 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));
136 if (id->msg) 136 if (id->msg)
137 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
144 break; 141 break;
145 } 142 }
146 else 143 else
147 { 144 {
148 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");
149 break; 146 break;
150 } 147 }
151 } 148 }
152 } 149 }
153 if (!success) 150
154 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
155 return money == NULL; 156 return !money;
156} 157}
157 158
158/** 159/**
159 * 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
160 * matching item. 161 * matching item.
161 **/ 162 **/
162static void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 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)
199 { 182 {
200 if (op->type == PLAYER)
201 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
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 186 return 0;
204 } 187 }
205 188
206 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 220 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
238 222
239 depl->destroy (); 223 depl->destroy ();
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
258 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
259 break; 243 break;
260 } 244 }
245
261 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
262 { 247 {
263 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
264 break; 249 break;
265 } 250 }
251
266 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
267 { 253 {
268 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
269 break; 255 break;
270 } 256 }
274 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
275 { 261 {
276 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
277 break; 263 break;
278 } 264 }
265
279 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
280 { 267 {
281 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
282 break; 269 break;
283 } 270 }
271
284 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
285 { 273 {
286 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
287 break; 275 break;
288 } 276 }
289 } 277 }
290 } 278 }
291 279
292 /* Just makes checking easier */ 280 /* Just makes checking easier */
293 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
294 got_one = 1; 282 got_one = 1;
295 283
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 285 {
298 if (got_one) 286 if (got_one)
299 { 287 {
300 op->update_stats (); 288 op->update_stats ();
301 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 "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
304 } 292 }
305 else 293 else
306 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.");
307 } 295 }
308 else 296 else
309 { /* cursed potion */ 297 { /* cursed potion */
310 if (got_one) 298 if (got_one)
311 { 299 {
312 op->update_stats (); 300 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
314 } 302 }
315 else 303 else
316 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);
317 } 305 }
318 306
319 decrease_ob (tmp); 307 tmp->decrease ();
320 return 1; 308 return 1;
321 } 309 }
322 310
323 311
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 316 */
329 if (tmp->inv) 317 if (tmp->inv)
330 { 318 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 320 {
333 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
334 322 create_exploding_ball_at (op, op->level);
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 323 }
344 else 324 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 326
347 decrease_ob (tmp); 327 tmp->decrease ();
328
348 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 331 op->update_stats ();
332
351 return 1; 333 return 1;
352 } 334 }
353 335
354 /* Deal with protection potions */ 336 /* Deal with protection potions */
355 force = NULL; 337 force = NULL;
357 { 339 {
358 if (tmp->resist[i]) 340 if (tmp->resist[i])
359 { 341 {
360 if (!force) 342 if (!force)
361 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
364 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 */
365 } 348 }
366 } 349 }
350
367 /* This is a protection potion */ 351 /* This is a protection potion */
368 if (force) 352 if (force)
369 { 353 {
370 /* cursed items last longer */ 354 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
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 {
429 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
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->archname, 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
591 531
592/** 532/**
593 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
595 */ 535 */
596 536static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
599{ 538{
600 int sacrifice_count, i; 539 int sacrifice_count, i;
601 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
602 541
603 if (weapon->level != 0) 542 if (weapon->level != 0)
604 { 543 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
606 return 0; 545 return 0;
607 } 546 }
547
608 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 549 if (weapon->resist[i])
610 break; 550 break;
611 551
612 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
619 { 559 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
621 return 0; 563 return 0;
622 } 564 }
565
623 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
625 return 0; 568 return 0;
569
626 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
629 572
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
631 578
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 582 slot at once! */
636 decrease_ob (improver); 583 improver->decrease ();
637 weapon->last_eat = 0; 584 weapon->last_eat = 0;
638 return 1; 585 return 1;
639} 586}
640
641 587
642/** 588/**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code. 590 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
648 * 594 *
649 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
652 */ 598 */
653int 599static int
654improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
655{ 601{
656 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
657 603
658 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
661 } 606
662 if (weapon->level == 0) 607 if (weapon->level == 0)
663 { 608 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 612 return 0;
666 } 613 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
668 { 617 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 619 return 0;
671 } 620 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
673 { 624 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
677 return 0; 628 return 0;
678 } 629 }
630
679 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 634 * weapon can be improved.
683 */ 635 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 637 {
686 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 641 weapon->last_eat++;
690 642
691 weapon->item_power++; 643 weapon->item_power++;
692 decrease_ob (improver); 644 improver->decrease ();
693 return 1; 645 return 1;
694 } 646 }
647
695 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 649 {
697 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 652 if (weapon->weight < 1)
700 weapon->weight = 1; 653 weapon->weight = 1;
654
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 656 weapon->last_eat++;
703 weapon->item_power++; 657 weapon->item_power++;
704 decrease_ob (improver); 658 improver->decrease ();
705 return 1; 659 return 1;
706 } 660 }
661
707 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 663 {
709 weapon->magic++; 664 weapon->magic++;
710 weapon->last_eat++; 665 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 667 improver->decrease ();
713 weapon->item_power++; 668 weapon->item_power++;
714 return 1; 669 return 1;
715 } 670 }
716 671
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
723 678
724 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
726 { 681 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
728 return 0; 683 return 0;
729 } 684 }
685
730 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 687 weapon->item_power++;
732 688
733 switch (improver->stats.sp) 689 switch (improver->stats.sp)
734 { 690 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 698 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
751 } 700 }
701
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 703 return 0;
754} 704}
755 705
756/** 706/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
760 */ 710 */
761int 711static int
762check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
763{ 713{
764 object *otmp; 714 object *otmp;
765 715
766 if (op->type != PLAYER) 716 if (op->type != PLAYER)
767 return 0; 717 return 0;
768 718
769 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))
770 { 720 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 722 return 0;
773 } 723 }
774 724
775 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
776 if (!otmp) 727 if (!otmp)
777 { 728 {
778 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.>");
779 return 0; 730 return 0;
780 } 731 }
781 732
782 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
783 { 734 {
784 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!");
785 return 0; 736 return 0;
786 } 737 }
787 738
788 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
789 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
790 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
791 return 1; 743 return 1;
792} 744}
793 745
811 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
812 * the users level or 90) 764 * the users level or 90)
813 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
814 * changing of physical area right now. 766 * changing of physical area right now.
815 */ 767 */
816int 768static int
817improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
818{ 770{
819 object *tmp; 771 object *tmp;
820 772
821 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
822 { 774 {
823 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!");
824 return 0; 776 return 0;
825 } 777 }
778
826 /* 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,
827 * 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.
828 * 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
829 * of gnarg and what not?) 782 * of gnarg and what not?)
830 */ 783 */
831 if (armour->title) 784 if (armour->title)
832 { 785 {
833 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
834 return 0; 787 return 0;
835 } 788 }
836 789
837 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
838 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
839 */ 792 */
840 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
841 tmp = get_split_ob (armour, armour->nrof - 1);
842 else
843 tmp = NULL;
844 794
845 armour->magic++; 795 armour->magic++;
846 796
847 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
848 { 798 {
885 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
886 836
887 if (op->type == PLAYER) 837 if (op->type == PLAYER)
888 { 838 {
889 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
890 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
891 op->update_stats (); 842 op->update_stats ();
892 } 843 }
893 decrease_ob (improver); 844
845 improver->decrease ();
846
894 if (tmp) 847 if (tmp)
895 { 848 op->insert (tmp);
896 insert_ob_in_ob (tmp, op); 849
897 esrv_send_item (op, tmp);
898 }
899 return 1; 850 return 1;
900} 851}
901
902 852
903/* 853/*
904 * 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
905 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
906 */ 856 *
907#define CONV_FROM(xyz) xyz->slaying
908#define CONV_TO(xyz) xyz->other_arch
909#define CONV_NR(xyz) xyz->stats.sp
910#define CONV_NEED(xyz) xyz->stats.food
911
912/* Takes one items and makes another. 857 * Takes one type of items and makes another.
913 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
914 * 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
915 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
916 */ 861 */
917int 862int
918convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
919{ 864{
920 int nr = 0; 865 sint64 nr = 0, price_in;
921 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;
922 874
923 /* 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,
924 * 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
925 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
926 */ 878 */
927 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
928 { 880 {
929 int cost;
930
931 if (item->type != MONEY) 881 if (item->type != MONEY)
932 return 0; 882 return 0;
933 883
934 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
935 if (!nr) 885 if (!nr)
936 return 0; 886 return 0;
937 cost = nr * CONV_NEED (converter) / item->value; 887
938 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
939 if (nr * CONV_NEED (converter) % item->value) 889
940 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
941 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
942 893
943 price_in = cost * item->value; 894 price_in = cost * item->value;
944 } 895 }
945 else 896 else
946 { 897 {
947 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
948 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
949 return 0; 901 return 0;
950 902
951 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
952 { 906 {
953 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
954 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
955 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
956 } 910 }
957 else 911 else
958 { 912 {
959 price_in = item->value; 913 price_in = item->value;
960 item->destroy (); 914 item->destroy ();
961 } 915 }
962 } 916 }
963 917
964 if (converter->inv != NULL) 918 if (converter->inv)
965 { 919 {
966 object *ob; 920 object *ob;
967 int i; 921 int i;
968 object *ob_to_copy; 922 object *ob_to_copy;
969 923
970 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
971 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
972 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++)
973 {
974 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
975 {
976 ob_to_copy = ob; 928 ob_to_copy = ob;
977 } 929
978 } 930 item = ob_to_copy->deep_clone ();
979 item = object_create_clone (ob_to_copy);
980 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
981 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
982 } 933 }
983 else 934 else
984 { 935 {
985 if (converter->other_arch == NULL) 936 if (!conv_to)
986 { 937 {
987 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",
988 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
989 return -1; 940 return -1;
990 } 941 }
991 942
992 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
993 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
994 } 945 }
995 946
996 if (CONV_NR (converter)) 947 if (give)
997 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
998 if (nr) 950 if (nr)
999 item->nrof *= nr; 951 item->nrof *= nr;
1000 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1001 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 }
1002 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1003 { 965 {
1004 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",
1005 &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);
1006
1007 /** 968 /**
1008 * 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
1009 * probably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1010 */ 971 */
1011 } 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
1012 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);
1013 return 1; 980 return 1;
1014} 981}
1015 982
1016/** 983/**
1017 * Handle apply on containers. 984 * Handle apply on containers.
1018 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1019 * 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]
1020 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1021 */ 988 */
1022int 989static int
1023apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1024{ 991{
1025 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1026 return 0; /* This might change */ 993 return 0; /* This might change */
1027 994
1033 1000
1034 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1035 1002
1036 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1037 { 1004 {
1038 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.");
1039 return 1; 1006 return 1;
1040 } 1007 }
1041 1008
1042 // 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
1043 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1044 { 1011 {
1045 if (op->container == sack) 1012 if (op->container_ () == sack)
1046 { 1013 {
1047 // open on ground or inv, so close 1014 // open on ground or inv, so close
1048 op->close_container (); 1015 op->close_container ();
1049 return 1; 1016 return 1;
1050 } 1017 }
1051 else if (!sack->env) 1018 else if (!sack->env)
1052 { 1019 {
1053 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1054 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)));
1055 return 1; 1022 return 1;
1056 } 1023 }
1057 1024
1058 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1059 } 1026 }
1061 { 1028 {
1062 // 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
1063 op->close_container (); 1030 op->close_container ();
1064 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1065 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1067 return 1; 1034 return 1;
1068 } 1035 }
1069 1036
1070 // it's locked? 1037 // it's locked?
1071 if (sack->slaying) 1038 if (sack->slaying)
1072 { 1039 {
1073 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1074 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)));
1075 else 1042 else
1076 { 1043 {
1077 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)));
1078 return 1; 1045 return 1;
1079 } 1046 }
1080 } 1047 }
1081 1048
1082 op->open_container (sack); 1049 op->open_container (sack);
1093{ 1060{
1094 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1095 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1096 return 0; 1063 return 0;
1097 1064
1098 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1099 { 1066 {
1100 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1101 * 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
1102 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1103 */ 1070 */
1104 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1105 { 1072 {
1106 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));
1107 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1108 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1109 * old maps. 1076 * old maps.
1110 */ 1077 */
1111 1078
1112/* push_button (altar);*/ 1079/* push_button (altar);*/
1113 } 1080 }
1114 else 1081 else
1115 { 1082 {
1116 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1117 push_button (altar); 1084 push_button (altar, originator);
1118 } 1085 }
1119 1086
1120 return !sacrifice; 1087 return !sacrifice;
1121 } 1088 }
1122 else 1089 else
1137 double opinion; 1104 double opinion;
1138 object *tmp, *next; 1105 object *tmp, *next;
1139 1106
1140 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1141 1108
1142 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 ())
1143 { 1121 {
1144 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1145 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1146 * the shop. 1124 * the shop.
1147 */ 1125 */
1151 1129
1152 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1153 { 1131 {
1154 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);
1155 1133
1134 if (i >= 0)
1156 tmp->remove (); 1135 tmp->move (i);
1157
1158 if (i == -1)
1159 i = 0;
1160
1161 tmp->map = op->map;
1162 tmp->x = op->x + freearr_x[i];
1163 tmp->y = op->y + freearr_y[i];
1164 insert_ob_in_map (tmp, op->map, op, 0);
1165 } 1136 }
1166 } 1137 }
1167 1138
1168 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1169 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1173 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1174 */ 1145 */
1175 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1176 { 1147 {
1177
1178 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1179 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);
1180 1150
1181 if (i != -1) 1151 if (i != -1)
1182 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);
1183 1153
1184 return 0; 1154 return 0;
1185 } 1155 }
1156
1186 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1187 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1188 */ 1159 */
1189 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1190 } 1161 }
1191 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1192 { 1163 {
1193 /* this is only used for players */ 1164 /* this is only used for players */
1194 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1195 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
1196 if (shop_mat->msg) 1174 if (shop_mat->msg)
1197 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1198 /* 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,
1199 * 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
1200 * actually the shop floor. 1178 * actually the shop floor.
1201 */ 1179 */
1202 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1203 { 1181 {
1204 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1205 1183
1206 if (opinion > 0.9) 1184 op->statusmsg (
1207 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."
1208 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1210 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1212 else 1189 );
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1214 } 1190 }
1215 } 1191 }
1216 else 1192 else
1217 { 1193 {
1218 /* 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
1219 * 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
1220 * they are not on the mat anymore 1196 * they are not on the mat anymore
1221 */ 1197 */
1222 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);
1223 1199
1224 if (i == -1) 1200 if (i == -1)
1225 {
1226 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1227 }
1228 else 1202 else
1229 { 1203 {
1230 op->remove (); 1204 op->remove ();
1231 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1232 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1242 * Handles applying a sign. 1216 * Handles applying a sign.
1243 */ 1217 */
1244static void 1218static void
1245apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1246{ 1220{
1247 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1248 1223
1249 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1250 { 1225 {
1251 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));
1252 return; 1227 return;
1253 } 1228 }
1254 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
1255 if (sign->stats.food) 1239 if (sign->stats.food)
1256 { 1240 {
1257 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1258 { 1242 {
1259 if (!sign->move_on) 1243 if (!sign->move_on)
1260 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1261 return; 1246 return;
1262 } 1247 }
1263 1248
1264 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1265 sign->last_eat++; 1250 sign->last_eat++;
1270 * 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
1271 * to us). 1256 * to us).
1272 */ 1257 */
1273 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)
1274 { 1259 {
1275 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1276 return; 1261 return;
1277 } 1262 }
1278 1263
1279 if (op->contr) 1264 if (op->contr)
1280 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1281 { 1266 {
1282 msgType = get_readable_message_type (sign); 1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1283 1271
1284 if (ns->can_msg) 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1285 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1286 else
1287 {
1288 char newbuf[HUGE_BUF];
1289 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1290 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1291 }
1292 } 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);
1293} 1306}
1294 1307
1295/** 1308/**
1296 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1297 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1311 return; 1324 return;
1312 1325
1313 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1314 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1315 */ 1328 */
1316 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1317 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1318 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1319 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1320 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1321 */ 1334 */
1328 1341
1329 recursion_depth++; 1342 recursion_depth++;
1330 if (trap->head) 1343 if (trap->head)
1331 trap = trap->head; 1344 trap = trap->head;
1332 1345
1333 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)))
1334 goto leave;
1335
1336 switch (trap->type) 1347 switch (trap->type)
1337 { 1348 {
1338 case PLAYERMOVER: 1349 case PLAYERMOVER:
1339 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 = -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:
1340 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1341 if (!trap->stats.maxsp) 1423 if (!trap->value)
1342 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1343 1426
1344 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1345 * 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
1346 */ 1442 */
1347 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1348 1444
1349 /* 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)
1350 * above with some objects have zero speed, and thus the player 1446 {
1351 * 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 }
1352 */ 1456 }
1353 if (victim->speed_left < -50.f) 1457 break;
1354 victim->speed_left = -50.f;
1355 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1356 } 1458 }
1357 goto leave;
1358 1459
1359 case SPINNER: 1460 case CONVERTER:
1360 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1361 {
1362 victim->direction = absdir (victim->direction - trap->stats.sp);
1363 update_turn_face (victim);
1364 }
1365 goto leave;
1366
1367 case DIRECTOR:
1368 if (victim->direction && !should_director_abort (trap, victim))
1369 {
1370 victim->direction = trap->stats.sp;
1371 update_turn_face (victim);
1372 }
1373 goto leave;
1374
1375 case BUTTON:
1376 case PEDESTAL:
1377 update_button (trap);
1378 goto leave;
1379
1380 case ALTAR:
1381 /* sacrifice victim on trap */
1382 apply_altar (trap, victim, originator);
1383 goto leave;
1384
1385 case THROWN_OBJ:
1386 if (trap->inv == NULL)
1387 goto leave;
1388 /* fallthrough */
1389
1390 case ARROW:
1391 /* bad bug: monster throw a object, make a step forwards, step on object ,
1392 * trigger this here and get hit by own missile - and will be own enemy.
1393 * Victim then is his own enemy and will start to kill herself (this is
1394 * removed) but we have not synced victim and his missile. To avoid senseless
1395 * action, we avoid hits here
1396 */
1397 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1398 hit_with_arrow (trap, victim);
1399 goto leave;
1400
1401 case SPELL_EFFECT:
1402 apply_spell_effect (trap, victim);
1403 goto leave;
1404
1405 case TRAPDOOR:
1406 {
1407 int max, sound_was_played;
1408 object *ab, *ab_next;
1409
1410 if (!trap->value)
1411 { 1462 {
1412 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1413 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1414 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1415 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1416 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1417
1418 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1419 goto leave;
1420
1421 SET_ANIMATION (trap, trap->value);
1422 update_object (trap, UP_OBJ_FACE);
1423 } 1465 }
1424 1466
1425 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))
1426 { 1489 {
1427 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1428 * ab->above would be bogus 1491 * players output.
1429 */ 1492 */
1430 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1431 1495
1432 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1433 { 1497 victim->enter_exit (trap);
1434 if (!sound_was_played)
1435 {
1436 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1437 sound_was_played = 1;
1438 }
1439 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1440 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1441 }
1442 } 1498 }
1443 goto leave; 1499 break;
1444 }
1445 1500
1446
1447 case CONVERTER:
1448 if (convert_item (victim, trap) < 0)
1449 {
1450 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1451 get_archetype ("burnout")->insert_at (trap, trap);
1452 }
1453
1454 goto leave;
1455
1456 case TRIGGER_BUTTON:
1457 case TRIGGER_PEDESTAL:
1458 case TRIGGER_ALTAR:
1459 check_trigger (trap, victim);
1460 goto leave;
1461
1462 case DEEP_SWAMP:
1463 walk_on_deep_swamp (trap, victim);
1464 goto leave;
1465
1466 case CHECK_INV:
1467 check_inv (victim, trap);
1468 goto leave;
1469
1470 case HOLE:
1471 /* Hole not open? */
1472 if (trap->stats.wc > 0)
1473 goto leave;
1474
1475 /* Is this a multipart monster and not the head? If so, return.
1476 * Processing will happen if the head runs into the pit
1477 */
1478 if (victim->head)
1479 goto leave;
1480
1481 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1482 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1483 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1484 goto leave;
1485
1486 case EXIT:
1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1489 /* Basically, don't show exits leading to random maps the
1490 * players output.
1491 */
1492 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1493 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1494
1495 victim->enter_exit (trap);
1496 }
1497 goto leave;
1498
1499 case ENCOUNTER: 1501 case ENCOUNTER:
1500 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1501 goto leave; 1503 break;
1502 1504
1503 case SHOP_MAT: 1505 case SHOP_MAT:
1504 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1505 goto leave; 1507 break;
1506 1508
1507 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1508 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1509 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1510 goto leave; 1512 break;
1511 1513
1512 case SIGN: 1514 case SIGN:
1513 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1514 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1515 1517
1516 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1517 goto leave; 1519 break;
1518 1520
1519 case CONTAINER: 1521 case CONTAINER:
1520 apply_container (victim, trap); 1522 apply_container (victim, trap);
1521 goto leave; 1523 break;
1522 1524
1523 case RUNE: 1525 case RUNE:
1524 case TRAP: 1526 case TRAP:
1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1526 {
1527 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1528 } 1529 break;
1529 goto leave;
1530 1530
1531 default: 1531 default:
1532 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 "
1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1534 goto leave; 1534 break;
1535 } 1535 }
1536 1536
1537leave:
1538 recursion_depth--; 1537 recursion_depth--;
1539} 1538}
1540 1539
1541/** 1540/**
1542 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1547 int lev_diff; 1546 int lev_diff;
1548 object *skill_ob; 1547 object *skill_ob;
1549 1548
1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1551 { 1550 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1553 return; 1552 return;
1554 } 1553 }
1555 1554
1556 if (!tmp->msg) 1555 if (!tmp->msg)
1557 { 1556 {
1558 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));
1559 return; 1558 return;
1560 } 1559 }
1561 1560
1562 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1564 if (!skill_ob) 1563 if (!skill_ob)
1565 { 1564 {
1566 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1567 return; 1566 return;
1568 } 1567 }
1569 1568
1570 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1572 { 1571 {
1573 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1574 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."
1575 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1576 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."
1577 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1578 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1579 else if (lev_diff < 8)
1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1581 else if (lev_diff < 15)
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1583 else
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1585 return; 1578 return;
1586 } 1579 }
1587 1580
1588 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1589 1582
1590 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1591 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1592 if (ns->can_msg) 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1593 {
1594 dynbuf_text buf;
1595 buf << long_desc (tmp, op)
1596 << "\n\n"
1597 << tmp->msg
1598 << '\0';
1599 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1600 }
1601 else
1602 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1603 msgType->message_type, msgType->message_subtype,
1604 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1605 long_desc (tmp, op), &tmp->msg);
1606 1586
1607 /* gain xp from reading */ 1587 /* gain xp from reading */
1608 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1609 { /* only if not read before */ 1589 { /* only if not read before */
1610 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1612 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1613 { 1593 {
1614 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1615 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1616 1596
1617 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1618 if (tmp->env)
1619 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1620 else
1621 op->contr->ns->floorbox_update ();
1622 } 1599 }
1623 1600
1624 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1625 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 */
1626 } 1603 }
1627} 1604}
1628 1605
1629/** 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/**
1630 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1631 * 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
1632 */ 1662 */
1633static void 1663static void
1634apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1635{ 1665{
1636 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1637 { 1667 {
1638 case 0: 1668 case 0:
1639 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1640 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)));
1641 return; 1671 break;
1642 1672
1643 case 1: 1673 case 1:
1644 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1645 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));
1646 return; 1677 break;
1647 1678
1648 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1649 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)));
1650 decrease_ob (tmp);
1651 return; 1683 break;
1652 } 1684 }
1653} 1685}
1654 1686
1655/** 1687/**
1656 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1676 return; 1708 return;
1677 } 1709 }
1678 return; 1710 return;
1679 } 1711 }
1680 1712
1681 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1682 tmp = spell->clone (); 1715 tmp = spell->clone ();
1683 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1684 1717
1685 if (special_prayer) 1718 if (special_prayer)
1686 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1705 { 1738 {
1706 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1707 return; 1740 return;
1708 } 1741 }
1709 1742
1710 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));
1711 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1712 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1713 spob->destroy (); 1746 spob->destroy ();
1714} 1747}
1715 1748
1723{ 1756{
1724 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1725 1758
1726 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1727 { 1760 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1729 return; 1762 return;
1730 } 1763 }
1731 1764
1732 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1733 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1734 * legacy spellbooks 1767 * legacy spellbooks
1735 */ 1768 */
1736 if (tmp->slaying) 1769 if (tmp->slaying)
1737 { 1770 {
1738 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1739 if (!spell) 1773 if (!spell)
1740 { 1774 {
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1742 return; 1776 return;
1743 } 1777 }
1744 else 1778 else
1745 insert_ob_in_ob (spell, tmp); 1779 insert_ob_in_ob (spell, tmp);
1746 1780
1751 1785
1752 /* need a literacy skill to learn spells. Also, having a literacy level 1786 /* need a literacy skill to learn spells. Also, having a literacy level
1753 * lower than the spell will make learning the spell more difficult */ 1787 * lower than the spell will make learning the spell more difficult */
1754 if (!skop) 1788 if (!skop)
1755 { 1789 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1790 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1757 return; 1791 return;
1758 } 1792 }
1759 1793
1760 spell = tmp->inv; 1794 spell = tmp->inv;
1761 1795
1762 if (!spell) 1796 if (!spell)
1763 { 1797 {
1764 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1798 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1765 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1766 return; 1800 return;
1767 } 1801 }
1768 1802
1769 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1770 { 1805 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>"); 1806 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1807 &tmp->skill, learn_level));
1772 return; 1808 return;
1773 } 1809 }
1774 1810
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1811 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1776 1812
1777 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1778 {
1779 identify (tmp); 1814 identify (tmp);
1780
1781 if (tmp->env)
1782 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1783 else
1784 op->contr->ns->floorbox_update ();
1785 }
1786 1815
1787 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1788 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1789 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1790 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1791 */ 1820 */
1792 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1793 { 1822 {
1794 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1795 return; 1824 return;
1796 } 1825 }
1797 1826
1798 if (spell->skill) 1827 if (spell->skill)
1799 { 1828 {
1800 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1801 1830
1802 if (!spell_skill) 1831 if (!spell_skill)
1803 { 1832 {
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1805 return; 1834 return;
1806 } 1835 }
1807 1836
1808 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1809 { 1838 {
1810 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1811 return; 1840 return;
1812 } 1841 }
1813 } 1842 }
1814 1843
1815 /* Logic as follows 1844 /* Logic as follows
1824 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1825 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1826 */ 1855 */
1827 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1828 { 1857 {
1829 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1830 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1831 } 1860 }
1832 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1833 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1834 { 1863 {
1835 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1836 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1837 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1838 1866
1839 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1840 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1841 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1842 } 1870 }
1843 else 1871 else
1844 { 1872 {
1845 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1846 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1847 } 1875 }
1848 1876
1849 decrease_ob (tmp); 1877 tmp->decrease ();
1850} 1878}
1851 1879
1852/** 1880/**
1853 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1854 */ 1882 */
1857{ 1885{
1858 object *skop; 1886 object *skop;
1859 1887
1860 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1861 { 1889 {
1862 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1863 return; 1891 return;
1864 } 1892 }
1865 1893
1866 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1867 { 1895 {
1868 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1869 return; 1897 return;
1870 } 1898 }
1871 1899
1872 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1873 { 1901 {
1879 */ 1907 */
1880 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1881 1909
1882 if (!skop) 1910 if (!skop)
1883 { 1911 {
1884 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1885 return; 1913 return;
1886 } 1914 }
1887 1915
1888 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1889 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1890 } 1918 }
1891 1919
1892 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1893 identify (tmp); 1921 identify (tmp);
1894 1922
1895 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1896 1924
1897 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1898 decrease_ob (tmp); 1926 tmp->decrease ();
1899} 1927}
1900 1928
1901/** 1929/**
1902 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1903 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1904 * chest. 1932 * chest.
1905 */ 1933 */
1906static void 1934static void
1907apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1908{ 1936{
1909 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
1910 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
1911 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
1912 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
1913 * treasure 1941 * treasure
1914 */ 1942 */
1915 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1916 1944
1917 if (!treas) 1945 if (!treas)
1918 { 1946 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1920 decrease_ob (tmp); 1948 tmp->decrease ();
1921 return; 1949 return;
1922 } 1950 }
1923 1951
1924 while (tmp->inv) 1952 while (tmp->inv)
1925 { 1953 {
1926 treas = tmp->inv; 1954 treas = tmp->inv;
1927
1928 treas->remove (); 1955 treas->remove ();
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1930 1956
1931 treas->x = op->x; 1957 treas->x = op->x;
1932 treas->y = op->y; 1958 treas->y = op->y;
1933 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1934 1960
1935 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1936 spring_trap (treas, op); 1962 spring_trap (treas, op);
1937 1963
1938 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1939 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1940 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1941 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1942 */ 1968 */
1943 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1944 break; 1970 break;
1945 } 1971 }
1946 1972
1947 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1948 decrease_ob (tmp); 1974 tmp->decrease (true);
1949
1950}
1951
1952/**
1953 * op eats food.
1954 * If player, takes care of messages and dragon special food.
1955 */
1956static void
1957apply_food (object *op, object *tmp)
1958{
1959 int capacity_remaining;
1960
1961 if (op->type != PLAYER)
1962 op->stats.hp = op->stats.maxhp;
1963 else
1964 {
1965 /* check if this is a dragon (player), eating some flesh */
1966 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1967 ;
1968 else
1969 {
1970 /* usual case - no dragon meal: */
1971 if (op->stats.food + tmp->stats.food > 999)
1972 {
1973 if (tmp->type == FOOD || tmp->type == FLESH)
1974 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1975 else
1976 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1977 }
1978
1979 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1980 {
1981 char buf[MAX_BUF];
1982
1983 if (!is_dragon_pl (op))
1984 {
1985 /* eating message for normal players */
1986 if (tmp->type == DRINK)
1987 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1988 else
1989 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1990 }
1991 else
1992 {
1993 /* eating message for dragon players */
1994 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1995 }
1996
1997 new_draw_info (NDI_UNIQUE, 0, op, buf);
1998 capacity_remaining = 999 - op->stats.food;
1999 op->stats.food += tmp->stats.food;
2000 if (capacity_remaining < tmp->stats.food)
2001 op->stats.hp += capacity_remaining / 50;
2002 else
2003 op->stats.hp += tmp->stats.food / 50;
2004 if (op->stats.hp > op->stats.maxhp)
2005 op->stats.hp = op->stats.maxhp;
2006 if (op->stats.food > 999)
2007 op->stats.food = 999;
2008 }
2009
2010 /* special food hack -b.t. */
2011 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2012 eat_special_food (op, tmp);
2013 }
2014 }
2015
2016 handle_apply_yield (tmp);
2017 decrease_ob (tmp);
2018} 1975}
2019 1976
2020/** 1977/**
2021 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2022 * there is a chance for the dragon's skin to get improved. 1979 * there is a chance for the dragon's skin to get improved.
2025 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2026 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2027 * return: 1984 * return:
2028 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2029 */ 1986 */
2030int 1987static int
2031dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2032{ 1989{
2033 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2034 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2035 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2036 1993
2037 char buf[MAX_BUF]; /* tmp. string buffer */
2038 double chance; /* improvement-chance of one resistance type */ 1994 double chance; /* improvement-chance of one resistance type */
2039 double totalchance = 1; /* total chance of gaining one resistance */ 1995 double totalchance = 1; /* total chance of gaining one resistance */
2040 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2041 double mbonus = 0; /* monster bonus */ 1997 double mbonus = 0; /* monster bonus */
2042 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2043 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2044 int i; /* index */ 2000 int i; /* index */
2045 2001
2046 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2047 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2048 return 0; 2004 return 0;
2049 2005
2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2051 from the player's inventory */ 2007 from the player's inventory */
2052 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2064 /* now start by filling stomache and health, according to food-value */ 2020 /* now start by filling stomache and health, according to food-value */
2065 if ((999 - op->stats.food) < meal->stats.food) 2021 if ((999 - op->stats.food) < meal->stats.food)
2066 op->stats.hp += (999 - op->stats.food) / 50; 2022 op->stats.hp += (999 - op->stats.food) / 50;
2067 else 2023 else
2068 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2025
2069 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2070 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2071 2028
2072 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2073 2030
2074 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2075 2032
2076 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2077 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2087 2044
2088 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2089 flesh is too rare */ 2046 flesh is too rare */
2090 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2091 2048
2092 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2093 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2094 2051
2095 if (chance >= 0.) 2052 if (chance >= 0.)
2096 chance += 1.; 2053 chance += 1.;
2097 else 2054 else
2098 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2099 2056
2100 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2101 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2102 2059
2103 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2104 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2105 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2106 2063
2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2108 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2109 { 2066 {
2110 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2111 winners++; 2068 winners++;
2112 } 2069 }
2113 2070
2118 } 2075 }
2119 } 2076 }
2120 2077
2121 /* inverse totalchance as until now we have the failure-chance */ 2078 /* inverse totalchance as until now we have the failure-chance */
2122 totalchance = 100 - totalchance * 100; 2079 totalchance = 100 - totalchance * 100;
2080
2123 /* print message according to totalchance */ 2081 /* print message according to totalchance */
2082 const char *buf;
2124 if (totalchance > 50.) 2083 if (totalchance > 50.)
2125 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2126 else if (totalchance > 10.) 2085 else if (totalchance > 10.)
2127 sprintf (buf, "The %s tasted very good.", &meal->name); 2086 buf = format ("The %s tasted very good.", &meal->name);
2128 else if (totalchance > 1.) 2087 else if (totalchance > 1.)
2129 sprintf (buf, "The %s tasted good.", &meal->name); 2088 buf = format ("The %s tasted good.", &meal->name);
2130 else if (totalchance > 0.1) 2089 else if (totalchance > 0.1)
2131 sprintf (buf, "The %s tasted bland.", &meal->name); 2090 buf = format ("The %s tasted bland.", &meal->name);
2132 else if (totalchance >= 0.01) 2091 else if (totalchance >= 0.01)
2133 sprintf (buf, "The %s had a boring taste.", &meal->name); 2092 buf = format ("The %s had a boring taste.", &meal->name);
2134 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2093 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2135 sprintf (buf, "The %s tasted strange.", &meal->name); 2094 buf = format ("The %s tasted strange.", &meal->name);
2136 else 2095 else
2137 sprintf (buf, "The %s had no taste.", &meal->name); 2096 buf = format ("The %s had no taste.", &meal->name);
2138 new_draw_info (NDI_UNIQUE, 0, op, buf); 2097
2098 op->statusmsg (buf);
2139 2099
2140 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2141 i = -1; 2101 i = -1;
2142 if (winners > 0) 2102 if (winners > 0)
2143 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2144 2104
2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2146 { 2106 {
2147 /* resistance increased! */ 2107 /* resistance increased! */
2148 skin->resist[i]++; 2108 skin->resist[i]++;
2149 op->update_stats (); 2109 op->update_stats ();
2150 2110
2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2111 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2153 } 2112 }
2154 2113
2155 /* if this flesh contains a new ability focus, we mark it 2114 /* if this flesh contains a new ability focus, we mark it
2156 into the ability_force and it will take effect on next level */ 2115 into the ability_force and it will take effect on next level */
2157 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2116 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2158 { 2117 {
2159 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2118 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2160 2119
2161 if (meal->last_eat != abil->stats.exp) 2120 if (meal->last_eat != abil->stats.exp)
2121 op->statusmsg (format (
2122 "Your metabolism prepares to focus on %s!\n"
2123 "The change will happen at level %d.",
2124 change_resist_msg[meal->last_eat],
2125 abil->level + 1
2162 { 2126 ));
2163 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2164 new_draw_info (NDI_UNIQUE, 0, op, buf);
2165 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2166 new_draw_info (NDI_UNIQUE, 0, op, buf);
2167 }
2168 else 2127 else
2169 { 2128 {
2170 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2129 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 abil->last_eat = 0; 2130 abil->last_eat = 0;
2173 } 2131 }
2174 } 2132 }
2133
2175 return 1; 2134 return 1;
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2207 }
2208
2209 handle_apply_yield (tmp);
2210 tmp->decrease ();
2176} 2211}
2177 2212
2178/** 2213/**
2179 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2180 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2184{ 2219{
2185 object *armor; 2220 object *armor;
2186 2221
2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC)) 2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2188 { 2223 {
2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2190 return; 2225 return;
2191 } 2226 }
2192 2227
2193 armor = find_marked_object (op); 2228 armor = find_marked_object (op);
2194 2229
2195 if (!armor) 2230 if (!armor)
2196 { 2231 {
2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2198 return; 2233 return;
2199 } 2234 }
2200 2235
2201 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2202 && armor->type != CLOAK 2237 && armor->type != CLOAK
2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2204 { 2239 {
2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2206 return; 2241 return;
2207 } 2242 }
2208 2243
2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2210 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2211} 2246}
2212 2247
2213extern void 2248void
2214apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2215{ 2250{
2251 // need to do it now when it is still on the map
2252 handle_apply_yield (tmp);
2253
2254 object *poison = tmp->split (1);
2255
2216 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2217 { 2257 {
2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2220 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2221 } 2261 }
2222 2262
2223 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2224 { 2264 {
2225 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2265 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2226 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2227 } 2267 }
2228 2268
2229 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2230 handle_apply_yield (tmp); 2270 poison->destroy ();
2231 decrease_ob (tmp);
2232} 2271}
2233 2272
2234/** 2273/**
2235 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2236 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2241 * 2280 *
2242 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2243 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2244 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2245 */ 2284 */
2246int 2285static int
2247is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2248{ 2287{
2249 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2250 return 1; /*This is not a 2 way, so it is legal */ 2289 return 1; /*This is not a 2 way, so it is legal */
2251 2290
2252#if 0 //TODO 2291#if 0 //TODO
2253 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2254 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2255#endif 2294#endif
2295
2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2256 2297
2257 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2258 2299
2259 if (exitmap) 2300 if (exitmap)
2260 { 2301 {
2315 return 1; 2356 return 1;
2316 } 2357 }
2317 } 2358 }
2318 2359
2319 return 0; 2360 return 0;
2361}
2362
2363/**
2364 * This function will try to apply a lighter and in case no lighter
2365 * is specified it will try to find a lighter in the players inventory,
2366 * and inform him about this requirement.
2367 *
2368 * who - the player
2369 * op - the item we want to light
2370 * lighter - the lighter or 0 if a lighter has yet to be found
2371 */
2372static object *
2373auto_apply_lighter (object *who, object *op, object *lighter)
2374{
2375 if (lighter == 0)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 {
2379 if (tmp->type == LIGHTER)
2380 {
2381 lighter = tmp;
2382 break;
2383 }
2384 }
2385
2386 if (!lighter)
2387 {
2388 who->failmsg (format (
2389 "You can't light up the %s with your bare hands! "
2390 "H<You need a lighter in your inventory, for example a flint and steel.>",
2391 &op->name));
2392 return 0;
2393 }
2394 }
2395
2396 // last_eat == 0 means the lighter is not being used up!
2397 if (lighter->last_eat && lighter->stats.food)
2398 {
2399 /* lighter gets used up */
2400 lighter = lighter->split ();
2401 lighter->stats.food--;
2402 who->insert (lighter);
2403 }
2404 else if (lighter->last_eat)
2405 {
2406 /* no charges left in lighter */
2407 who->failmsg (format (
2408 "You attempt to light the %s with a used up %s.",
2409 &op->name, &lighter->name));
2410 return 0;
2411 }
2412
2413 return lighter;
2414}
2415
2416/**
2417 * Designed primarily to light torches/lanterns/etc.
2418 * Also burns up burnable material too. First object in the inventory is
2419 * the selected object to "burn". -b.t.
2420 */
2421static void
2422apply_lighter (object *who, object *lighter)
2423{
2424 object *item;
2425 int is_player_env = 0;
2426
2427 item = find_marked_object (who);
2428 if (item)
2429 {
2430 if (!auto_apply_lighter (who, item, lighter))
2431 return;
2432
2433 /* Perhaps we should split what we are trying to light on fire?
2434 * I can't see many times when you would want to light multiple
2435 * objects at once.
2436 */
2437
2438 save_throw_object (item, AT_FIRE, who);
2439
2440 if (item->destroyed ()
2441 || ((item->type == LAMP || item->type == TORCH)
2442 && item->glow_radius > 0))
2443 who->statusmsg (format (
2444 "You light the %s with the %s.",
2445 &item->name, &lighter->name));
2446 else
2447 who->failmsg (format (
2448 "You attempt to light the %s with the %s and fail.",
2449 &item->name, &lighter->name));
2450 }
2451 else
2452 who->failmsg ("You need to mark a lightable object.");
2453}
2454
2455/**
2456 * This function generates a cursed effect for cursed lamps and torches.
2457 */
2458static void
2459player_apply_lamp_cursed_effect (object *who, object *op)
2460{
2461 if (op->level)
2462 {
2463 who->failmsg (format (
2464 "The %s was cursed, it explodes in a big fireball!",
2465 &op->name));
2466 create_exploding_ball_at (who, op->level);
2467 }
2468 else
2469 {
2470 who->failmsg (format (
2471 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472 &op->name));
2473 }
2474
2475 op->destroy ();
2476}
2477
2478/**
2479 * Apply for players and lamps
2480 *
2481 * who - the player
2482 * op - the lamp
2483 */
2484static void
2485player_apply_lamp (object *who, object *op)
2486{
2487 bool switch_on = op->glow_radius ? false : true;
2488
2489 if (switch_on)
2490 {
2491 object *lighter = 0;
2492
2493 if (op->flag [FLAG_IS_LIGHTABLE]
2494 && !(lighter = auto_apply_lighter (who, op, 0)))
2495 return;
2496
2497 if (op->stats.food < 1)
2498 {
2499 if (op->type == LAMP)
2500 who->failmsg (format (
2501 "The %s is out of fuel! "
2502 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503 &op->name));
2504 else
2505 who->failmsg (format (
2506 "The %s is burnt out! "
2507 "H<Torches and similar items burn out and become worthless.>",
2508 &op->name));
2509 return;
2510 }
2511
2512 if (op->flag [FLAG_CURSED])
2513 {
2514 player_apply_lamp_cursed_effect (who, op);
2515 return;
2516 }
2517
2518 if (lighter)
2519 who->statusmsg (format (
2520 "You light up the %s with the %s.", &op->name, &lighter->name));
2521 else
2522 who->statusmsg (format ("You light up the %s.", &op->name));
2523 }
2524 else
2525 {
2526 if (op->flag [FLAG_CURSED])
2527 {
2528 player_apply_lamp_cursed_effect (who, op);
2529 return;
2530 }
2531
2532 if (op->type == TORCH)
2533 {
2534 if (!op->flag [FLAG_IS_LIGHTABLE])
2535 {
2536 who->statusmsg (format (
2537 "You put out the %s. "
2538 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539 &op->name, &op->name));
2540 }
2541 else
2542 who->statusmsg (format (
2543 "You put out the %s."
2544 "H<Torches wear out if you put them out.>",
2545 &op->name));
2546 }
2547 else
2548 who->statusmsg (format ("You turn off the %s.", &op->name));
2549 }
2550
2551 apply_lamp (op, switch_on);
2552}
2553
2554void get_animation_from_arch (object *op, arch_ptr a)
2555{
2556 op->animation_id = a->animation_id;
2557 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559 op->anim_speed = a->anim_speed;
2560 op->last_anim = 0;
2561 op->state = 0;
2562 op->face = a->face;
2563
2564 if (NUM_ANIMATIONS(op) > 1)
2565 {
2566 SET_ANIMATION(op, 0);
2567 animate_object (op, op->direction);
2568 }
2569 else
2570 update_object (op, UP_OBJ_FACE);
2571}
2572
2573/**
2574 * Apply for LAMPs and TORCHes.
2575 *
2576 * op - the lamp
2577 * switch_on - a flag which says whether the lamp should be switched on or off
2578 */
2579void apply_lamp (object *op, bool switch_on)
2580{
2581 op->set_glow_radius (switch_on ? op->range : 0);
2582 op->set_speed (switch_on ? op->arch->speed : 0);
2583
2584 // torches wear out if you put them out
2585 if (op->type == TORCH && !switch_on)
2586 {
2587 if (op->flag [FLAG_IS_LIGHTABLE])
2588 {
2589 op->stats.food -= (double) op->arch->stats.food / 15;
2590 if (op->stats.food < 0)
2591 op->stats.food = 0;
2592 }
2593 else
2594 op->stats.food = 0;
2595 }
2596
2597 // lamps and torched get worthless when used up
2598 if (op->stats.food <= 0)
2599 op->value = 0;
2600
2601 // FIXME: This is a hack to make the more sane torches and lamps
2602 // still animated ;-/
2603 if (op->other_arch)
2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605
2606 if (object *pl = op->visible_to ())
2607 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608}
2609
2610/**
2611 * This handles items of type 'transformer'.
2612 * Basically those items, used with a marked item, transform both items into something
2613 * else.
2614 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615 * Change information is contained in the 'slaying' field of the marked item.
2616 * The format is as follow: transformer:[number ]yield[;transformer:...].
2617 * This way an item can be transformed in many things, and/or many objects.
2618 * The 'slaying' field for transformer is used as verb for the action.
2619 */
2620static void
2621apply_item_transformer (object *pl, object *transformer)
2622{
2623 object *marked;
2624 object *new_item;
2625 const char *find;
2626 char *separator;
2627 int yield;
2628 char got[MAX_BUF];
2629 int len;
2630
2631 if (!pl || !transformer)
2632 return;
2633
2634 marked = find_marked_object (pl);
2635
2636 if (!marked)
2637 {
2638 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639 return;
2640 }
2641
2642 if (!marked->slaying)
2643 {
2644 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645 return;
2646 }
2647
2648 /* check whether they are compatible or not */
2649 find = strstr (&marked->slaying, transformer->arch->archname);
2650 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651 {
2652 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653 return;
2654 }
2655
2656 find += strlen (transformer->arch->archname) + 1;
2657 /* Item can be used, now find how many and what it yields */
2658 if (isdigit (*(find)))
2659 {
2660 yield = atoi (find);
2661 if (yield < 1)
2662 {
2663 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664 yield = 1;
2665 }
2666 }
2667 else
2668 yield = 1;
2669
2670 while (isdigit (*find))
2671 find++;
2672
2673 while (*find == ' ')
2674 find++;
2675
2676 memset (got, 0, MAX_BUF);
2677
2678 if ((separator = strchr (find, ';')))
2679 len = separator - find;
2680 else
2681 len = strlen (find);
2682
2683 min_it (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 ();
2320} 2708}
2321 2709
2322/** 2710/**
2323 * Main apply handler. 2711 * Main apply handler.
2324 * 2712 *
2327 * Return value: 2715 * Return value:
2328 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2329 * 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
2330 * 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
2331 * 2719 *
2332 * 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
2333 * being applied. 2721 * being applied.
2334 * 2722 *
2335 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2336 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2337 */ 2725 */
2338int 2726int
2339manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2340{ 2728{
2341 if (tmp->head) 2729 op = op->head_ ();
2342 tmp = tmp->head;
2343 2730
2344 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2345 { 2732 {
2346 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2347 { 2734 {
2735 examine (who, op);
2348 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2349 return 1; 2737 return 1;
2350 } 2738 }
2351 else 2739 else
2352 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2353 } 2741 }
2354 2742
2355 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2356 return RESULT_INT (0); 2744 return RESULT_INT (0);
2357 2745
2358 switch (tmp->type) 2746 switch (op->type)
2359 { 2747 {
2360 case CF_HANDLE: 2748 case T_HANDLE:
2361 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2362 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2363 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2364 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2365 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2366 push_button (tmp); 2754 push_button (op, who);
2367 return 1; 2755 return 1;
2368 2756
2369 case TRIGGER: 2757 case TRIGGER:
2370 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2371 { 2759 {
2372 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2373 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2374 } 2762 }
2375 else 2763 else
2376 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2377 2765
2378 return 1; 2766 return 1;
2379 2767
2380 case EXIT: 2768 case EXIT:
2381 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2382 return 0; 2770 return 0;
2383 2771
2384 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2385 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)));
2386 else 2774 else
2387 { 2775 {
2388 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2389 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2390 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2391 2779
2392 op->enter_exit (tmp); 2780 who->enter_exit (op);
2393 } 2781 }
2394 2782
2395 return 1; 2783 return 1;
2396 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
2397 case SIGN: 2790 case SIGN:
2398 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2399 return 1; 2792 return 1;
2400 2793
2401 case BOOK: 2794 case BOOK:
2402 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2403 { 2796 {
2404 apply_book (op, tmp); 2797 apply_book (who, op);
2405 return 1; 2798 return 1;
2406 } 2799 }
2407 else 2800 else
2408 return 0; 2801 return 0;
2409 2802
2410 case SKILLSCROLL: 2803 case SKILLSCROLL:
2411 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2412 { 2805 {
2413 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2414 return 1; 2807 return 1;
2415 } 2808 }
2416 else 2809 else
2417 return 0; 2810 return 0;
2418 2811
2419 case SPELLBOOK: 2812 case SPELLBOOK:
2420 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2421 { 2814 {
2422 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2423 return 1; 2816 return 1;
2424 } 2817 }
2425 else 2818 else
2426 return 0; 2819 return 0;
2427 2820
2428 case SCROLL: 2821 case SCROLL:
2429 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2430 return 1; 2823 return 1;
2431 2824
2432 case POTION: 2825 case POTION:
2433 apply_potion (op, tmp); 2826 apply_potion (who, op);
2434 return 1; 2827 return 1;
2435 2828
2436 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2437 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2438 case CLOSE_CON: 2831 case CLOSE_CON:
2439 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2440 return 1; 2833 return 1;
2441 2834
2442 case CONTAINER: 2835 case CONTAINER:
2443 apply_container (op, tmp); 2836 apply_container (who, op);
2444 return 1; 2837 return 1;
2445 2838
2446 case TREASURE: 2839 case TREASURE:
2447 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2448 { 2841 {
2449 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2450 return 1; 2843 return 1;
2451 } 2844 }
2452 else 2845 else
2453 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2454 2852
2455 case WEAPON: 2853 case WEAPON:
2456 case ARMOUR: 2854 case ARMOUR:
2457 case BOOTS: 2855 case BOOTS:
2458 case GLOVES: 2856 case GLOVES:
2466 case WAND: 2864 case WAND:
2467 case ROD: 2865 case ROD:
2468 case HORN: 2866 case HORN:
2469 case SKILL: 2867 case SKILL:
2470 case BOW: 2868 case BOW:
2471 case LAMP:
2472 case BUILDER: 2869 case BUILDER:
2473 case SKILL_TOOL: 2870 case SKILL_TOOL:
2474 if (tmp->env != op) 2871 if (op->env != who)
2475 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2476 2873
2477 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2478 return 1; 2875 return 1;
2479 2876
2480 case DRINK: 2877 case DRINK:
2481 case FOOD: 2878 case FOOD:
2482 case FLESH: 2879 case FLESH:
2483 apply_food (op, tmp); 2880 apply_food (who, op);
2484 return 1; 2881 return 1;
2485 2882
2486 case POISON: 2883 case POISON:
2487 apply_poison (op, tmp); 2884 apply_poison (who, op);
2488 return 1; 2885 return 1;
2489 2886
2490 case SAVEBED: 2887 case SAVEBED:
2491 return 1; 2888 return 1;
2492 2889
2493 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2494 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2495 { 2892 {
2496 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2497 return 1; 2894 return 1;
2498 } 2895 }
2499 else 2896 else
2500 return 0; 2897 return 0;
2501 2898
2502 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2503 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2504 return 1; 2901 return 1;
2505 2902
2506 case CLOCK: 2903 case CLOCK:
2507 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2508 { 2905 {
2509 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2510 timeofday_t tod; 2907 timeofday_t tod;
2511 2908
2512 get_tod (&tod); 2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2513 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2514 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2515 ((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")
2516 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2915 ));
2517 new_draw_info (NDI_UNIQUE, 0, op, buf);
2518 return 1; 2916 return 1;
2519 } 2917 }
2520 else 2918 else
2521 return 0; 2919 return 0;
2522 2920
2523 case MENU: 2921 case MENU:
2524 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2525 { 2923 {
2526 shop_listing (tmp, op); 2924 shop_listing (op, who);
2527 return 1; 2925 return 1;
2528 } 2926 }
2529 else 2927 else
2530 return 0; 2928 return 0;
2531 2929
2532 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2533 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2534 return 1; 2932 return 1;
2535 2933
2536 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2537 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2538 { 2936 {
2539 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2540 return 1; 2938 return 1;
2541 } 2939 }
2542 else 2940 else
2543 return 0; 2941 return 0;
2544 2942
2545 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2546 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2547 return 1; 2945 return 1;
2548 2946
2549 default: 2947 default:
2550 return 0; 2948 return 0;
2551 } 2949 }
2552} 2950}
2553
2554 2951
2555/* 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"
2556 * 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
2557 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2558 * 2955 *
2559 * Same return value as apply() function. 2956 * Same return value as apply() function.
2560 */ 2957 */
2561int 2958int
2562player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2563{ 2960{
2564 int tmp;
2565
2566 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2567 { 2962 {
2568 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2569 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2570 { 2965 {
2571 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 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.>");
2572 return 0; 2969 return 0;
2573 } 2970 }
2574 } 2971 }
2575 2972
2576 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2577 2974
2578 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2579 if (!quiet) 2977 if (!quiet)
2580 { 2978 {
2581 if (tmp == 0) 2979 if (tmp == 0)
2582 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)));
2583 else if (tmp == 2) 2981 else if (tmp == 2)
2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2585 } 2983 }
2586 2984
2587 return tmp; 2985 return tmp;
2588} 2986}
2589 2987
2603 * 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
2604 * 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
2605 * 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
2606 * not return a proper value. 3004 * not return a proper value.
2607 */ 3005 */
2608 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)
2609 { 3007 {
2610 next = tmp->below; 3008 next = tmp->below;
2611 3009
2612 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2613 floors++; 3011 floors++;
2618 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2619 * 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
2620 * the item needs. 3018 * the item needs.
2621 */ 3019 */
2622 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2623 {
2624 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2625 return; 3022 return;
2626 } 3023
2627 if (floors >= 2) 3024 if (floors >= 2)
2628 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2629 } 3026 }
2630} 3027}
2631 3028
2666 { 3063 {
2667 pl->combat_ob = 0; 3064 pl->combat_ob = 0;
2668 who->change_weapon (pl->ranged_ob); 3065 who->change_weapon (pl->ranged_ob);
2669 } 3066 }
2670 3067
2671 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
2672 3069
2673 change_abil (who, op); 3070 change_abil (who, op);
2674 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2675 break; 3072 break;
2676 3073
2677 case SKILL: 3074 case SKILL:
2678 if (who->contr) 3075 if (who->contr)
2679 { 3076 {
3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
2680 if (!op->invisible) 3082 if (op->invisible)
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2682 else 3084 else
2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2684 } 3086 }
2685 3087
2686 change_abil (who, op); 3088 change_abil (who, op);
2687 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2688 break; 3090 break;
2695 case GLOVES: 3097 case GLOVES:
2696 case AMULET: 3098 case AMULET:
2697 case GIRDLE: 3099 case GIRDLE:
2698 case BRACERS: 3100 case BRACERS:
2699 case CLOAK: 3101 case CLOAK:
2700 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2701 change_abil (who, op); 3103 change_abil (who, op);
2702 break; 3104 break;
2703
2704 case LAMP:
2705 {
2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707
2708 object *tmp2 = arch_to_object (op->other_arch);
2709 tmp2->x = op->x;
2710 tmp2->y = op->y;
2711 tmp2->map = op->map;
2712 tmp2->below = op->below;
2713 tmp2->above = op->above;
2714 tmp2->stats.food = op->stats.food;
2715 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2716
2717 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2718 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2719
2720 if (who->contr)
2721 esrv_del_item (who->contr, op->count);
2722
2723 op->destroy ();
2724 insert_ob_in_ob (tmp2, who);
2725 who->update_stats ();
2726
2727 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2728 {
2729 if (who->contr)
2730 {
2731 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2732 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2733 }
2734 }
2735
2736 if (who->contr)
2737 esrv_send_item (who, tmp2);
2738 }
2739
2740 return 1; /* otherwise, an attempt to drop causes problems */
2741 3105
2742 case BOW: 3106 case BOW:
2743 case WAND: 3107 case WAND:
2744 case ROD: 3108 case ROD:
2745 case HORN: 3109 case HORN:
2749 { 3113 {
2750 pl->ranged_ob = 0; 3114 pl->ranged_ob = 0;
2751 who->change_weapon (pl->combat_ob); 3115 who->change_weapon (pl->combat_ob);
2752 } 3116 }
2753 3117
2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2755 } 3119 }
2756 else 3120 else
2757 { 3121 {
2758 who->change_skill (0); 3122 who->change_skill (0);
2759 3123
2765 3129
2766 break; 3130 break;
2767 3131
2768 case BUILDER: 3132 case BUILDER:
2769 if (who->contr) 3133 if (who->contr)
2770 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2771 break; 3135 break;
2772 3136
2773 default: 3137 default:
2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2775 break; 3139 break;
2776 } 3140 }
2777 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
2778 who->update_stats (); 3146 who->update_stats ();
2779
2780 if (!(aflags & AP_NO_MERGE))
2781 {
2782 object *tmp = merge_ob (op, 0);
2783
2784 if (who->contr)
2785 {
2786 if (tmp)
2787 { /* it was merged */
2788 esrv_del_item (who->contr, op->count);
2789 op = tmp;
2790 }
2791
2792 esrv_send_item (who, op);
2793 }
2794 }
2795 3147
2796 return 0; 3148 return 0;
2797} 3149}
2798 3150
2799/** 3151/**
2837#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2838 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2839 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2840 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2841 3193
2842int 3194static int
2843unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2844{ 3196{
2845 if (op->is_range ()) 3197 if (op->is_range ())
2846 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2847 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2848 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)))
2849 { 3201 {
2850 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2851 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
2852 else 3204 else
2853 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
2854 } 3206 }
2855 else 3207 else
2856 { 3208 {
2857 /* 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.
2858 * 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
2859 * at least generate the message. 3211 * at least generate the message.
2860 */ 3212 */
2861 new_draw_info_format (NDI_UNIQUE, 0, who, 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2862 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2863 query_name (tmp));
2864 return 1; 3214 return 1;
2865 } 3215 }
2866 3216
2867 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2868 { 3218 {
2891 3241
2892 /* 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 */
2893 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))))
2894 { 3244 {
2895 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
2896 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
2897 else 3247 else
2898 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
2899 } 3249 }
2900 else 3250 else
2901 { 3251 {
2902 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
2903 * 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,
2904 * 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
2905 * one cursed ring.) 3255 * one cursed ring.)
2906 */ 3256 */
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2908 } 3258 }
2909 3259
2910 last = tmp->below; 3260 last = tmp->below;
2911 } 3261 }
2912 /* 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
3093 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3094 return 0; 3444 return 0;
3095 3445
3096 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)))
3097 { 3447 {
3098 new_draw_info_format (NDI_UNIQUE, 0, who, 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3099 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3100 query_name (op));
3101 return 1; 3449 return 1;
3102 } 3450 }
3103 3451
3104 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3105 } 3453 }
3106
3107 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3455 return 0;
3109 3456
3110 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3111 // to resolve conflicts. 3458 // to resolve conflicts.
3112 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3121 /* 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 */
3122 if (int i = can_apply_object (who, op)) 3469 if (int i = can_apply_object (who, op))
3123 { 3470 {
3124 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3125 { 3472 {
3126 new_draw_info_format (NDI_UNIQUE, 0, who, 3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3127 "You don't have the body to use a %s. H<You can never apply this item.>",
3128 query_name (op));
3129 return 1; 3474 return 1;
3130 } 3475 }
3131 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3132 { 3477 {
3133 new_draw_info_format (NDI_UNIQUE, 0, who, 3478 who->failmsg (format (
3134 "You have a prohibition against using a %s. " 3479 "You have a prohibition against using a %s. "
3135 "H<Your belief, profession or class prevents you from applying this item.>", 3480 "H<Your belief, profession or class prevents you from applying this item.>",
3136 query_name (op)); 3481 query_name (op)
3482 ));
3137 return 1; 3483 return 1;
3138 } 3484 }
3139 3485
3140 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3141 { 3487 {
3145 } 3491 }
3146 else 3492 else
3147 { 3493 {
3148 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))
3149 { 3495 {
3150 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:");
3151 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3152 return 1; 3498 return 1;
3153 } 3499 }
3154 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))
3155 if (unapply_for_ob (who, op, aflags)) 3501 if (unapply_for_ob (who, op, aflags))
3161 { 3507 {
3162 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3163 3509
3164 if (!skop) 3510 if (!skop)
3165 { 3511 {
3166 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));
3167 return 1; 3513 return 1;
3168 } 3514 }
3169 else 3515 else
3170 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3171 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3172 */ 3518 */
3173 who->change_skill (skop); 3519 who->change_skill (skop);
3174 } 3520 }
3175 3521
3176 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3177 && op->item_power
3178 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 { 3523 {
3180 new_draw_info (NDI_UNIQUE, 0, who,
3181 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3182 return 1; 3525 return 1;
3183 } 3526 }
3184 3527
3185 /* 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.
3186 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3187 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3188 */ 3531 */
3189 if (op->nrof > 1) 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3190 tmp = get_split_ob (op, op->nrof - 1);
3191 else
3192 tmp = 0;
3193 3533
3194 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)))
3195 return RESULT_INT (0); 3535 return RESULT_INT (0);
3196 3536
3197 switch (op->type) 3537 switch (op->type)
3198 { 3538 {
3199 case WEAPON: 3539 case WEAPON:
3200 if (!check_weapon_power (who, op->last_eat))
3201 {
3202 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3203 "It would consume your soul!." LACK_ITEM_POWER);
3204
3205 if (tmp)
3206 insert_ob_in_ob (tmp, who);
3207
3208 return 1;
3209 }
3210
3211 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3212 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3213 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3214 { 3543 {
3215 /* 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. */
3216 /* (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) */
3217 new_draw_info (NDI_UNIQUE, 0, who, 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3218 "The weapon does not recognize you as its owner. "
3219 "H<Its name indicates that it belongs to somebody else.>");
3220 3547
3221 if (tmp) 3548 if (tmp)
3222 insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3223 3550
3224 return 1; 3551 return 1;
3225 } 3552 }
3226 3553
3227 if (!skop) 3554 if (!skop)
3228 { 3555 {
3229 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
3230 return 1; 3557 return 1;
3231 } 3558 }
3232 3559
3233 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3234 who->change_skill (skop); 3561 who->change_skill (skop);
3235 3562
3236 if (who->contr) 3563 if (who->contr)
3237 who->change_weapon (who->contr->combat_ob = op); 3564 who->change_weapon (who->contr->combat_ob = op);
3238 3565
3239 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3240 3567
3241 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3242 change_abil (who, op); 3569 change_abil (who, op);
3243 break; 3570 break;
3244 3571
3251 case BRACERS: 3578 case BRACERS:
3252 case CLOAK: 3579 case CLOAK:
3253 case RING: 3580 case RING:
3254 case AMULET: 3581 case AMULET:
3255 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3256 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3257 change_abil (who, op); 3584 change_abil (who, op);
3258 break; 3585 break;
3259
3260 case LAMP:
3261 if (op->stats.food < 1)
3262 {
3263 new_draw_info_format (NDI_UNIQUE, 0, who,
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3266 return 1;
3267 }
3268
3269 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3270 tmp2 = arch_to_object (op->other_arch);
3271 tmp2->stats.food = op->stats.food;
3272 SET_FLAG (tmp2, FLAG_APPLIED);
3273
3274 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3275 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3276
3277 insert_ob_in_ob (tmp2, who);
3278
3279 /* Remove the old lantern */
3280 if (who->type == PLAYER)
3281 esrv_del_item (who->contr, op->count);
3282
3283 op->destroy ();
3284
3285 /* insert the portion that was split off */
3286 if (tmp)
3287 {
3288 insert_ob_in_ob (tmp, who);
3289 if (who->type == PLAYER)
3290 esrv_send_item (who, tmp);
3291 }
3292
3293 who->update_stats ();
3294
3295 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3296 if (who->type == PLAYER)
3297 {
3298 new_draw_info (NDI_UNIQUE, 0, who,
3299 "Oops, it feels deadly cold! "
3300 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3302 }
3303
3304 if (who->type == PLAYER)
3305 esrv_send_item (who, tmp2);
3306
3307 return 0;
3308 3586
3309 case SKILL_TOOL: 3587 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3312 3590
3333 who->change_weapon (pl->combat_ob = item); 3611 who->change_weapon (pl->combat_ob = item);
3334 goto found_weapon; 3612 goto found_weapon;
3335 } 3613 }
3336 } 3614 }
3337 3615
3338 new_draw_info_format (NDI_UNIQUE, 0, who, 3616 who->failmsg (format (
3339 "You need to apply a '%s' melee weapon before readying this skill. " 3617 "You need to apply a '%s' melee weapon before readying this skill. "
3340 "H<Some skills need an item, in this case a melee weapon, to function.>", 3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3341 &op->skill); 3619 &op->skill
3620 ));
3342 return 1; 3621 return 1;
3343 3622
3344 found_weapon:; 3623 found_weapon:;
3345 } 3624 }
3346 else 3625 else
3356 //TODO: bows should/must all have skill missile weapon right now 3635 //TODO: bows should/must all have skill missile weapon right now
3357 who->change_weapon (pl->ranged_ob = item); 3636 who->change_weapon (pl->ranged_ob = item);
3358 goto found_bow; 3637 goto found_bow;
3359 } 3638 }
3360 3639
3361 new_draw_info (NDI_UNIQUE, 0, who, 3640 who->failmsg (
3362 "You need to apply a missile weapon before readying this skill. " 3641 "You need to apply a missile weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a missile weapon, to function.>"); 3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3364 return 1; 3644 return 1;
3365 3645
3366 found_bow:; 3646 found_bow:;
3367 } 3647 }
3368 else 3648 else
3369 who->change_weapon (pl->ranged_ob = op); 3649 who->change_weapon (pl->ranged_ob = op);
3370 } 3650 }
3371 3651
3372 if (!op->invisible) 3652 if (!op->invisible)
3373 { 3653 {
3374 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3654 who->statusmsg (format (
3375 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 ));
3376 } 3660 }
3377 else 3661 else
3378 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));
3379 } 3663 }
3380 else 3664 else
3381 { 3665 {
3382 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3383 change_abil (who, op); 3667 change_abil (who, op);
3386 } 3670 }
3387 3671
3388 break; 3672 break;
3389 3673
3390 case BOW: 3674 case BOW:
3391 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3392 { 3676 {
3393 new_draw_info (NDI_UNIQUE, 0, who,
3394 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3395
3396 if (tmp)
3397 insert_ob_in_ob (tmp, who);
3398
3399 return 1;
3400 }
3401
3402 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3403 {
3404 new_draw_info (NDI_UNIQUE, 0, who,
3405 "The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3406 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3407 if (tmp) 3679 if (tmp)
3408 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3409 3681
3410 return 1; 3682 return 1;
3416 case HORN: 3688 case HORN:
3417 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3418 3690
3419 if (!skop) 3691 if (!skop)
3420 { 3692 {
3421 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
3422 return 1; 3694 return 1;
3423 } 3695 }
3424 3696
3425 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3426 who->change_skill (skop); 3698 who->change_skill (skop);
3427 3699
3428 if (who->contr) 3700 if (who->contr)
3429 { 3701 {
3430 who->contr->ranged_ob = op; 3702 who->contr->ranged_ob = op;
3431 3703
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3433 3705
3434 if (op->type == BOW) 3706 if (op->type == BOW)
3435 { 3707 {
3436 who->current_weapon = op; 3708 who->current_weapon = op;
3437 change_abil (who, op); 3709 change_abil (who, op);
3438 new_draw_info_format (NDI_UNIQUE, 0, who,
3439 "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)));
3440 } 3711 }
3441 } 3712 }
3442 else 3713 else
3443 { 3714 {
3444 if (op->type == BOW) 3715 if (op->type == BOW)
3454 { 3725 {
3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3457 unapply_special (who, who->contr->ranged_ob, 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3458 3729
3459 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)));
3460 3731
3461 who->contr->ranged_ob = op; 3732 who->contr->ranged_ob = op;
3462 } 3733 }
3463 break; 3734 break;
3464 3735
3465 default: 3736 default:
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3467 } /* end of switch op->type */ 3738 }
3468 3739
3469 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3470 3741
3471 if (tmp) 3742 if (tmp)
3472 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3473 3744
3474 who->update_stats (); 3745 who->update_stats ();
3475 3746
3476 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3477 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3481 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3482 3753
3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3484 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3485 { 3756 {
3486 new_draw_info (NDI_UNIQUE, 0, who, 3757 who->failmsg (
3487 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3488 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3489 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3490 } 3762 }
3491 3763
3492 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3493 {
3494 /* if multiple objects were applied, update both slots */
3495 if (tmp)
3496 esrv_send_item (who, tmp);
3497
3498 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3499 }
3500 3766
3501 return 0; 3767 return 0;
3502}
3503
3504int
3505monster_apply_special (object *who, object *op, int aflags)
3506{
3507 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3508 return 1;
3509
3510 return apply_special (who, op, aflags);
3511} 3768}
3512 3769
3513/** 3770/**
3514 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3515 * 3772 *
3518int 3775int
3519auto_apply (object *op) 3776auto_apply (object *op)
3520{ 3777{
3521 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3522 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3523 3782
3524 switch (op->type) 3783 switch (op->type)
3525 { 3784 {
3526 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3527 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3529 3788
3530 do 3789 do
3531 { 3790 {
3532 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3533 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3534 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
3535 if (tmp == NULL) 3798 if (tmp == NULL)
3536 return 0; 3799 return 0;
3800
3537 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3538 { 3802 {
3539 tmp->destroy (); 3803 tmp->destroy ();
3540 tmp = NULL; 3804 tmp = NULL;
3541 } 3805 }
3544 3808
3545 tmp->x = op->x; 3809 tmp->x = op->x;
3546 tmp->y = op->y; 3810 tmp->y = op->y;
3547 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3548 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3549 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3550 identify (tmp); 3813 identify (tmp);
3551 break; 3814 break;
3552 3815
3553 case TREASURE: 3816 case TREASURE:
3554 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3561 /* 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,
3562 * 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
3563 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3564 * that is put inside other objects. 3827 * that is put inside other objects.
3565 */ 3828 */
3566 for (tmp = op->inv; tmp; tmp = tmp2)
3567 {
3568 tmp2 = tmp->below;
3569 tmp->remove ();
3570
3571 if (op->env) 3829 if (op->env)
3572 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3573 else 3831 op->env->insert (op->inv);
3574 tmp->destroy ();
3575 }
3576 3832
3577 op->destroy (); 3833 op->destroy ();
3578 break; 3834 break;
3579 } 3835 }
3580 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3581} 3838}
3582 3839
3583/** 3840/**
3584 * 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
3585 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3599 3856
3600 if (tmp->inv) 3857 if (tmp->inv)
3601 { 3858 {
3602 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3603 3860
3604 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3605 { 3862 {
3606 invnext = invtmp->below; 3863 invnext = invtmp->below;
3607 3864
3608 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply (invtmp); 3866 auto_apply (invtmp);
3610 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3611 { 3868 {
3612 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3613 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3614 3871
3615 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3616 } 3873 }
3617 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3622 * treasure again for this object 3879 * treasure again for this object
3623 */ 3880 */
3624 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3625 } 3882 }
3626 } 3883 }
3884
3627 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3628 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3629 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3630 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3631 * MSW 2004-05-13 3889 * MSW 2004-05-13
3635 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3636 */ 3894 */
3637 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3638 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3639 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3640
3641 } 3898 }
3642 3899
3643 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3644 auto_apply (tmp); 3901 auto_apply (tmp);
3645 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3678 } 3935 }
3679 3936
3680 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3681 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3682 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3683 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3684} 3941}
3685 3942
3686/** 3943/**
3687 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3688 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3693eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3694{ 3951{
3695 object *force; 3952 object *force;
3696 int i, did_one = 0; 3953 int i, did_one = 0;
3697 3954
3698 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3699 3958
3700 for (i = 0; i < NUM_STATS; i++)
3701 if (sint8 k = food->stats.stat (i))
3702 {
3703 force->stats.stat (i) = k;
3704 did_one = 1;
3705 }
3706
3707 /* check if we can protect the eater */
3708 for (i = 0; i < NROFATTACKS; i++)
3709 {
3710 if (food->resist[i] > 0)
3711 {
3712 force->resist[i] = food->resist[i] / 2;
3713 did_one = 1;
3714 }
3715 }
3716
3717 if (did_one)
3718 {
3719 force->set_speed (0.1);
3720 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3721 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3722 SET_FLAG (force, FLAG_APPLIED); 3961
3723 change_abil (who, force); 3962 if (force = who->force_find (key))
3724 insert_ob_in_ob (force, who); 3963 {
3964 if (duration > fabs (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;
3725 } 3973 }
3726 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
3727 force->destroy (); 4005 force->destroy ();
4006 }
3728 4007
3729 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3730 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3731 { 4010 {
3732 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3733 { 4012 {
3734 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3735 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3736 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3737 } 4016 }
3738 else 4017 else
3739 { 4018 {
3740 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3741 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3742 else 4021 else
3743 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3744 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3745 } 4025 }
3746 } 4026 }
4027
3747 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3748 { 4029 {
3749 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3750 { 4031 {
3751 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3752 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3753 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3754 who->stats.sp = 0; 4035 who->stats.sp = 0;
3755 } 4036 }
3756 else 4037 else
3757 { 4038 {
3758 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3759 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3760 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3761 } 4042 }
3762 } 4043 }
4044
3763 who->update_stats (); 4045 who->update_stats ();
3764}
3765
3766/**
3767 * Designed primarily to light torches/lanterns/etc.
3768 * Also burns up burnable material too. First object in the inventory is
3769 * the selected object to "burn". -b.t.
3770 */
3771void
3772apply_lighter (object *who, object *lighter)
3773{
3774 object *item;
3775 int is_player_env = 0;
3776
3777 item = find_marked_object (who);
3778 if (item)
3779 {
3780 if (lighter->last_eat && lighter->stats.food)
3781 { /* lighter gets used up */
3782 /* Split multiple lighters if they're being used up. Otherwise *
3783 * one charge from each would be used up. --DAMN */
3784 if (lighter->nrof > 1)
3785 {
3786 object *oneLighter = lighter->clone ();
3787
3788 lighter->nrof -= 1;
3789 oneLighter->nrof = 1;
3790 oneLighter->stats.food--;
3791 esrv_send_item (who, lighter);
3792 oneLighter = insert_ob_in_ob (oneLighter, who);
3793 esrv_send_item (who, oneLighter);
3794 }
3795 else
3796 lighter->stats.food--;
3797 }
3798 else if (lighter->last_eat)
3799 { /* no charges left in lighter */
3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3801 return;
3802 }
3803
3804 /* Perhaps we should split what we are trying to light on fire?
3805 * I can't see many times when you would want to light multiple
3806 * objects at once.
3807 */
3808
3809 if (who == item->in_player ())
3810 is_player_env = 1;
3811
3812 save_throw_object (item, AT_FIRE, who);
3813
3814 if (item->destroyed ())
3815 {
3816 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3817 /* Need to update the player so that the players glow radius
3818 * gets changed.
3819 */
3820 if (is_player_env)
3821 who->update_stats ();
3822 }
3823 else
3824 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3825 }
3826 else /* nothing to light */
3827 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3828
3829}
3830
3831/**
3832 * op made some mistake with a scroll, this takes care of punishment.
3833 * scroll_failure()- hacked directly from spell_failure
3834 */
3835void
3836scroll_failure (object *op, int failure, int power)
3837{
3838 if (abs (failure / 4) > power)
3839 power = abs (failure / 4); /* set minimum effect */
3840
3841 if (failure <= -1 && failure > -15)
3842 { /* wonder */
3843 object *tmp;
3844
3845 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3846 tmp = get_archetype (SPELL_WONDER);
3847 cast_wonder (op, op, 0, tmp);
3848 tmp->destroy ();
3849 }
3850 else if (failure <= -15 && failure > -35)
3851 { /* drain mana */
3852 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3853 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3854 if (op->stats.sp < 0)
3855 op->stats.sp = 0;
3856 }
3857 else if (settings.spell_failure_effects == TRUE)
3858 {
3859 if (failure <= -35 && failure > -60)
3860 { /* confusion */
3861 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3862 confuse_player (op, op, power);
3863 }
3864 else if (failure <= -60 && failure > -70)
3865 { /* paralysis */
3866 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3867 paralyze_player (op, op, power);
3868 }
3869 else if (failure <= -70 && failure > -80)
3870 { /* blind */
3871 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3872 blind_player (op, op, power);
3873 }
3874 else if (failure <= -80)
3875 { /* blast the immediate area */
3876 object *tmp = get_archetype (LOOSE_MANA);
3877 cast_magic_storm (op, tmp, power);
3878 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3879 tmp->destroy ();
3880 }
3881 }
3882} 4046}
3883 4047
3884void 4048void
3885apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3886{ 4050{
3934 } 4098 }
3935 4099
3936 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3937 * the player ref: player.c 4101 * the player ref: player.c
3938 */ 4102 */
3939 if (change->randomitems != NULL) 4103 if (change->randomitems)
3940 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3941 4105
3942 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3943 4107
3944 /* first, look for the force object banning 4108 /* first, look for the force object banning
3945 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3946 */ 4110 */
3947 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3948 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3949 flag_change_face = 0; 4113 flag_change_face = 0;
3950 4114
3951 if (flag_change_face) 4115 if (flag_change_face)
3952 { 4116 {
3953 pl->animation_id = GET_ANIM_ID (change);
3954 pl->face = change->face; 4117 pl->face = change->face;
3955 4118 pl->animation_id = change->animation_id;
3956 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3957 SET_FLAG (pl, FLAG_ANIMATE);
3958 else
3959 CLEAR_FLAG (pl, FLAG_ANIMATE);
3960 } 4120 }
3961 4121
3962 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3963 /*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); */
3964 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3965 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3966 4126
3967 break; 4127 break;
3968 } 4128 }
3969 } 4129 }
3970} 4130}
3971 4131
3972/**
3973 * This handles items of type 'transformer'.
3974 * Basically those items, used with a marked item, transform both items into something
3975 * else.
3976 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3977 * Change information is contained in the 'slaying' field of the marked item.
3978 * The format is as follow: transformer:[number ]yield[;transformer:...].
3979 * This way an item can be transformed in many things, and/or many objects.
3980 * The 'slaying' field for transformer is used as verb for the action.
3981 */
3982void
3983apply_item_transformer (object *pl, object *transformer)
3984{
3985 object *marked;
3986 object *new_item;
3987 char *find;
3988 char *separator;
3989 int yield;
3990 char got[MAX_BUF];
3991 int len;
3992
3993 if (!pl || !transformer)
3994 return;
3995
3996 marked = find_marked_object (pl);
3997
3998 if (!marked)
3999 {
4000 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4001 return;
4002 }
4003
4004 if (!marked->slaying)
4005 {
4006 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4007 return;
4008 }
4009
4010 /* check whether they are compatible or not */
4011 find = strstr (marked->slaying, transformer->arch->archname);
4012 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4013 {
4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4015 return;
4016 }
4017
4018 find += strlen (transformer->arch->archname) + 1;
4019 /* Item can be used, now find how many and what it yields */
4020 if (isdigit (*(find)))
4021 {
4022 yield = atoi (find);
4023 if (yield < 1)
4024 {
4025 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4026 yield = 1;
4027 }
4028 }
4029 else
4030 yield = 1;
4031
4032 while (isdigit (*find))
4033 find++;
4034 while (*find == ' ')
4035 find++;
4036
4037 memset (got, 0, MAX_BUF);
4038
4039 if ((separator = strchr (find, ';')) != NULL)
4040 len = separator - find;
4041 else
4042 len = strlen (find);
4043
4044 if (len > MAX_BUF - 1)
4045 len = MAX_BUF - 1;
4046
4047 strcpy (got, find);
4048 got[len] = '\0';
4049
4050 /* Now create new item, remove used ones when required. */
4051 new_item = get_archetype (got);
4052 if (!new_item)
4053 {
4054 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4055 return;
4056 }
4057
4058 new_item->nrof = yield;
4059 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4060 insert_ob_in_ob (new_item, pl);
4061 esrv_send_inventory (pl, pl);
4062 /* Eat up one item */
4063 decrease_ob_nr (marked, 1);
4064
4065 /* Eat one transformer if needed */
4066 if (transformer->stats.food)
4067 if (--transformer->stats.food == 0)
4068 decrease_ob_nr (transformer, 1);
4069}

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