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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.119 by elmex, Tue Jul 31 09:59:19 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 **/
162void 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 */
596int 536static int
597prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
598{ 538{
599 int sacrifice_count, i; 539 int sacrifice_count, i;
600 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
601 541
602 if (weapon->level != 0) 542 if (weapon->level != 0)
603 { 543 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
605 return 0; 545 return 0;
606 } 546 }
607 547
608 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 549 if (weapon->resist[i])
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 }
623 565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
627 569
628 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
631 572
632 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 ));
633 578
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 582 slot at once! */
638 decrease_ob (improver); 583 improver->decrease ();
639 weapon->last_eat = 0; 584 weapon->last_eat = 0;
640 return 1; 585 return 1;
641} 586}
642
643 587
644/** 588/**
645 * 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.
646 * This is the new improve weapon code. 590 * This is the new improve weapon code.
647 * 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.
650 * 594 *
651 * 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
652 * 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 ??
653 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
654 */ 598 */
655int 599static int
656improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
657{ 601{
658 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
659 603
660 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
663 } 606
664 if (weapon->level == 0) 607 if (weapon->level == 0)
665 { 608 {
666 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.>");
667 return 0; 612 return 0;
668 } 613 }
669 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
670 { 617 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 619 return 0;
673 } 620 }
674 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))
675 { 624 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
679 return 0; 628 return 0;
680 } 629 }
630
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 634 * weapon can be improved.
685 */ 635 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 637 {
688 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 641 weapon->last_eat++;
692 642
693 weapon->item_power++; 643 weapon->item_power++;
694 decrease_ob (improver); 644 improver->decrease ();
695 return 1; 645 return 1;
696 } 646 }
647
697 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 649 {
699 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 652 if (weapon->weight < 1)
702 weapon->weight = 1; 653 weapon->weight = 1;
654
703 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));
704 weapon->last_eat++; 656 weapon->last_eat++;
705 weapon->item_power++; 657 weapon->item_power++;
706 decrease_ob (improver); 658 improver->decrease ();
707 return 1; 659 return 1;
708 } 660 }
661
709 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 663 {
711 weapon->magic++; 664 weapon->magic++;
712 weapon->last_eat++; 665 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 667 improver->decrease ();
715 weapon->item_power++; 668 weapon->item_power++;
716 return 1; 669 return 1;
717 } 670 }
718 671
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
725 678
726 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
728 { 681 {
729 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));
730 return 0; 683 return 0;
731 } 684 }
685
732 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 687 weapon->item_power++;
734 688
735 switch (improver->stats.sp) 689 switch (improver->stats.sp)
736 { 690 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 698 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
753 } 700 }
701
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 703 return 0;
756} 704}
757 705
758/** 706/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * 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, ...),
761 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
762 */ 710 */
763int 711static int
764check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
765{ 713{
766 object *otmp; 714 object *otmp;
767 715
768 if (op->type != PLAYER) 716 if (op->type != PLAYER)
769 return 0; 717 return 0;
770 718
771 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))
772 { 720 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 722 return 0;
775 } 723 }
776 724
777 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
778 if (!otmp) 727 if (!otmp)
779 { 728 {
780 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.>");
781 return 0; 730 return 0;
782 } 731 }
783 732
784 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 734 {
786 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!");
787 return 0; 736 return 0;
788 } 737 }
789 738
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
791 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
793 return 1; 743 return 1;
794} 744}
795 745
813 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 764 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 766 * changing of physical area right now.
817 */ 767 */
818int 768static int
819improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
820{ 770{
821 object *tmp; 771 object *tmp;
822 772
823 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
824 { 774 {
825 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!");
826 return 0; 776 return 0;
827 } 777 }
778
828 /* 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,
829 * 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.
830 * 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
831 * of gnarg and what not?) 782 * of gnarg and what not?)
832 */ 783 */
833 if (armour->title) 784 if (armour->title)
834 { 785 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 787 return 0;
837 } 788 }
838 789
839 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
841 */ 792 */
842 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 794
847 armour->magic++; 795 armour->magic++;
848 796
849 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
850 { 798 {
887 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);
888 836
889 if (op->type == PLAYER) 837 if (op->type == PLAYER)
890 { 838 {
891 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 842 op->update_stats ();
894 } 843 }
895 decrease_ob (improver); 844
845 improver->decrease ();
846
896 if (tmp) 847 if (tmp)
897 { 848 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 849
899 esrv_send_item (op, tmp);
900 }
901 return 1; 850 return 1;
902} 851}
903
904 852
905/* 853/*
906 * 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
907 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
908 */ 856 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 857 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
916 * 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
917 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
918 */ 861 */
919int 862int
920convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
921{ 864{
922 int nr = 0; 865 sint64 nr = 0, price_in;
923 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;
924 874
925 /* 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,
926 * 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
927 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
928 */ 878 */
929 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
930 { 880 {
931 int cost;
932
933 if (item->type != MONEY) 881 if (item->type != MONEY)
934 return 0; 882 return 0;
935 883
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 885 if (!nr)
938 return 0; 886 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 887
940 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 889
942 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
944 893
945 price_in = cost * item->value; 894 price_in = cost * item->value;
946 } 895 }
947 else 896 else
948 { 897 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 898 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
951 return 0; 901 return 0;
952 902
953 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
954 { 906 {
955 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
958 } 910 }
959 else 911 else
960 { 912 {
961 price_in = item->value; 913 price_in = item->value;
962 item->destroy (); 914 item->destroy ();
963 } 915 }
964 } 916 }
965 917
966 if (converter->inv != NULL) 918 if (converter->inv)
967 { 919 {
968 object *ob; 920 object *ob;
969 int i; 921 int i;
970 object *ob_to_copy; 922 object *ob_to_copy;
971 923
972 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
974 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++)
975 {
976 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 928 ob_to_copy = ob;
979 } 929
980 } 930 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 933 }
985 else 934 else
986 { 935 {
987 if (converter->other_arch == NULL) 936 if (!conv_to)
988 { 937 {
989 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",
990 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 940 return -1;
992 } 941 }
993 942
994 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 945 }
997 946
998 if (CONV_NR (converter)) 947 if (give)
999 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
1000 if (nr) 950 if (nr)
1001 item->nrof *= nr; 951 item->nrof *= nr;
1002 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1003 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 }
1004 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 965 {
1006 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",
1007 &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);
1008
1009 /** 968 /**
1010 * 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
1011 * probably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1012 */ 971 */
1013 } 972 }
1014 SET_FLAG (item, FLAG_IDENTIFIED); 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
1015 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);
1016 return 1; 980 return 1;
1017} 981}
1018 982
1019/** 983/**
1020 * Handle apply on containers. 984 * Handle apply on containers.
1021 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1022 * 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]
1023 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1024 */ 988 */
1025int 989static int
1026apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1027{ 991{
1028 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1029 return 0; /* This might change */ 993 return 0; /* This might change */
1030 994
1036 1000
1037 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1038 1002
1039 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1040 { 1004 {
1041 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.");
1042 return 1; 1006 return 1;
1043 } 1007 }
1044 1008
1045 // 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
1046 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1047 { 1011 {
1048 if (op->container == sack) 1012 if (op->container_ () == sack)
1049 { 1013 {
1050 // open on ground or inv, so close 1014 // open on ground or inv, so close
1051 op->close_container (); 1015 op->close_container ();
1052 return 1; 1016 return 1;
1053 } 1017 }
1054 else if (!sack->env) 1018 else if (!sack->env)
1055 { 1019 {
1056 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1057 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)));
1058 return 1; 1022 return 1;
1059 } 1023 }
1060 1024
1061 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1062 } 1026 }
1064 { 1028 {
1065 // 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
1066 op->close_container (); 1030 op->close_container ();
1067 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1068 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1070 return 1; 1034 return 1;
1071 } 1035 }
1072 1036
1073 // it's locked? 1037 // it's locked?
1074 if (sack->slaying) 1038 if (sack->slaying)
1075 { 1039 {
1076 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1077 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)));
1078 else 1042 else
1079 { 1043 {
1080 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)));
1081 return 1; 1045 return 1;
1082 } 1046 }
1083 } 1047 }
1084 1048
1085 op->open_container (sack); 1049 op->open_container (sack);
1096{ 1060{
1097 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1098 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1099 return 0; 1063 return 0;
1100 1064
1101 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1102 { 1066 {
1103 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1104 * 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
1105 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1106 */ 1070 */
1107 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1108 { 1072 {
1109 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));
1110 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1111 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1112 * old maps. 1076 * old maps.
1113 */ 1077 */
1114 1078
1115/* push_button (altar);*/ 1079/* push_button (altar);*/
1116 } 1080 }
1117 else 1081 else
1118 { 1082 {
1119 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1120 push_button (altar); 1084 push_button (altar, originator);
1121 } 1085 }
1122 1086
1123 return !sacrifice; 1087 return !sacrifice;
1124 } 1088 }
1125 else 1089 else
1140 double opinion; 1104 double opinion;
1141 object *tmp, *next; 1105 object *tmp, *next;
1142 1106
1143 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1144 1108
1145 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 ())
1146 { 1121 {
1147 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1148 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1149 * the shop. 1124 * the shop.
1150 */ 1125 */
1154 1129
1155 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1156 { 1131 {
1157 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);
1158 1133
1134 if (i >= 0)
1159 tmp->remove (); 1135 tmp->move (i);
1160
1161 if (i == -1)
1162 i = 0;
1163
1164 tmp->map = op->map;
1165 tmp->x = op->x + freearr_x[i];
1166 tmp->y = op->y + freearr_y[i];
1167 insert_ob_in_map (tmp, op->map, op, 0);
1168 } 1136 }
1169 } 1137 }
1170 1138
1171 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1172 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1175 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1176 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1177 */ 1145 */
1178 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1179 { 1147 {
1180
1181 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1182 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);
1183 1150
1184 if (i != -1) 1151 if (i != -1)
1185 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);
1186 1153
1187 return 0; 1154 return 0;
1188 } 1155 }
1156
1189 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1190 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1191 */ 1159 */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1193 } 1161 }
1194 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1195 { 1163 {
1196 /* this is only used for players */ 1164 /* this is only used for players */
1197 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1198 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
1199 if (shop_mat->msg) 1174 if (shop_mat->msg)
1200 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1201 /* 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,
1202 * 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
1203 * actually the shop floor. 1178 * actually the shop floor.
1204 */ 1179 */
1205 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1206 { 1181 {
1207 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1208 1183
1209 if (opinion > 0.9) 1184 op->statusmsg (
1210 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."
1211 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1213 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1215 else 1189 );
1216 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1217 } 1190 }
1218 } 1191 }
1219 else 1192 else
1220 { 1193 {
1221 /* 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
1222 * 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
1223 * they are not on the mat anymore 1196 * they are not on the mat anymore
1224 */ 1197 */
1225 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);
1226 1199
1227 if (i == -1) 1200 if (i == -1)
1228 {
1229 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1230 }
1231 else 1202 else
1232 { 1203 {
1233 op->remove (); 1204 op->remove ();
1234 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1235 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1245 * Handles applying a sign. 1216 * Handles applying a sign.
1246 */ 1217 */
1247static void 1218static void
1248apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1249{ 1220{
1250 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1251 1223
1252 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1253 { 1225 {
1254 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));
1255 return; 1227 return;
1256 } 1228 }
1257 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
1258 if (sign->stats.food) 1239 if (sign->stats.food)
1259 { 1240 {
1260 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1261 { 1242 {
1262 if (!sign->move_on) 1243 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1264 return; 1246 return;
1265 } 1247 }
1266 1248
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1250 sign->last_eat++;
1273 * 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
1274 * to us). 1256 * to us).
1275 */ 1257 */
1276 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)
1277 { 1259 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1279 return; 1261 return;
1280 } 1262 }
1281 1263
1282 if (op->contr) 1264 if (op->contr)
1283 if (client *ns = op->contr->ns) 1265 if (client *ns = op->contr->ns)
1284 { 1266 {
1285 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"));
1286 1271
1287 if (ns->can_msg) 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1288 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1289 else
1290 {
1291 char newbuf[HUGE_BUF];
1292 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1293 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1294 }
1295 } 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);
1296} 1306}
1297 1307
1298/** 1308/**
1299 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1300 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1314 return; 1324 return;
1315 1325
1316 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1317 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1318 */ 1328 */
1319 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1320 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1321 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1322 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1323 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1324 */ 1334 */
1331 1341
1332 recursion_depth++; 1342 recursion_depth++;
1333 if (trap->head) 1343 if (trap->head)
1334 trap = trap->head; 1344 trap = trap->head;
1335 1345
1336 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)))
1337 goto leave;
1338
1339 switch (trap->type) 1347 switch (trap->type)
1340 { 1348 {
1341 case PLAYERMOVER: 1349 case PLAYERMOVER:
1342 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:
1343 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1344 if (!trap->stats.maxsp) 1423 if (!trap->value)
1345 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1346 1426
1347 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1348 * 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
1349 */ 1442 */
1350 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1351 1444
1352 /* 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)
1353 * above with some objects have zero speed, and thus the player 1446 {
1354 * 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 }
1355 */ 1456 }
1356 if (victim->speed_left < -50.f) 1457 break;
1357 victim->speed_left = -50.f;
1358 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1359 } 1458 }
1360 goto leave;
1361 1459
1362 case SPINNER: 1460 case CONVERTER:
1363 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1364 {
1365 victim->direction = absdir (victim->direction - trap->stats.sp);
1366 update_turn_face (victim);
1367 }
1368 goto leave;
1369
1370 case DIRECTOR:
1371 if (victim->direction && !should_director_abort (trap, victim))
1372 {
1373 victim->direction = trap->stats.sp;
1374 update_turn_face (victim);
1375 }
1376 goto leave;
1377
1378 case BUTTON:
1379 case PEDESTAL:
1380 update_button (trap);
1381 goto leave;
1382
1383 case ALTAR:
1384 /* sacrifice victim on trap */
1385 apply_altar (trap, victim, originator);
1386 goto leave;
1387
1388 case THROWN_OBJ:
1389 if (trap->inv == NULL)
1390 goto leave;
1391 /* fallthrough */
1392
1393 case ARROW:
1394 /* bad bug: monster throw a object, make a step forwards, step on object ,
1395 * trigger this here and get hit by own missile - and will be own enemy.
1396 * Victim then is his own enemy and will start to kill herself (this is
1397 * removed) but we have not synced victim and his missile. To avoid senseless
1398 * action, we avoid hits here
1399 */
1400 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1401 hit_with_arrow (trap, victim);
1402 goto leave;
1403
1404 case SPELL_EFFECT:
1405 apply_spell_effect (trap, victim);
1406 goto leave;
1407
1408 case TRAPDOOR:
1409 {
1410 int max, sound_was_played;
1411 object *ab, *ab_next;
1412
1413 if (!trap->value)
1414 { 1462 {
1415 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1416 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1417 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1419 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1420
1421 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1422 goto leave;
1423
1424 SET_ANIMATION (trap, trap->value);
1425 update_object (trap, UP_OBJ_FACE);
1426 } 1465 }
1427 1466
1428 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))
1429 { 1489 {
1430 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1431 * ab->above would be bogus 1491 * players output.
1432 */ 1492 */
1433 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1434 1495
1435 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1436 { 1497 victim->enter_exit (trap);
1437 if (!sound_was_played)
1438 {
1439 trap->play_sound (sound_find ("fall_hole"));
1440 sound_was_played = 1;
1441 }
1442
1443 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1444 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1445 }
1446 } 1498 }
1447 goto leave; 1499 break;
1448 }
1449 1500
1450
1451 case CONVERTER:
1452 if (convert_item (victim, trap) < 0)
1453 {
1454 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1455 get_archetype ("burnout")->insert_at (trap, trap);
1456 }
1457
1458 goto leave;
1459
1460 case TRIGGER_BUTTON:
1461 case TRIGGER_PEDESTAL:
1462 case TRIGGER_ALTAR:
1463 check_trigger (trap, victim);
1464 goto leave;
1465
1466 case DEEP_SWAMP:
1467 walk_on_deep_swamp (trap, victim);
1468 goto leave;
1469
1470 case CHECK_INV:
1471 check_inv (victim, trap);
1472 goto leave;
1473
1474 case HOLE:
1475 /* Hole not open? */
1476 if (trap->stats.wc > 0)
1477 goto leave;
1478
1479 /* Is this a multipart monster and not the head? If so, return.
1480 * Processing will happen if the head runs into the pit
1481 */
1482 if (victim->head)
1483 goto leave;
1484
1485 victim->play_sound (sound_find ("fall_hole"));
1486 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1487 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1488 goto leave;
1489
1490 case EXIT:
1491 if (victim->type == PLAYER && EXIT_PATH (trap))
1492 {
1493 /* Basically, don't show exits leading to random maps the
1494 * players output.
1495 */
1496 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1497 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1498
1499 victim->enter_exit (trap);
1500 }
1501 goto leave;
1502
1503 case ENCOUNTER: 1501 case ENCOUNTER:
1504 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1505 goto leave; 1503 break;
1506 1504
1507 case SHOP_MAT: 1505 case SHOP_MAT:
1508 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1509 goto leave; 1507 break;
1510 1508
1511 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1512 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1513 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1514 goto leave; 1512 break;
1515 1513
1516 case SIGN: 1514 case SIGN:
1517 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1518 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1519 1517
1520 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1521 goto leave; 1519 break;
1522 1520
1523 case CONTAINER: 1521 case CONTAINER:
1524 apply_container (victim, trap); 1522 apply_container (victim, trap);
1525 goto leave; 1523 break;
1526 1524
1527 case RUNE: 1525 case RUNE:
1528 case TRAP: 1526 case TRAP:
1529 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1530 {
1531 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1532 } 1529 break;
1533 goto leave;
1534 1530
1535 default: 1531 default:
1536 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 "
1537 "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);
1538 goto leave; 1534 break;
1539 } 1535 }
1540 1536
1541leave:
1542 recursion_depth--; 1537 recursion_depth--;
1543} 1538}
1544 1539
1545/** 1540/**
1546 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1551 int lev_diff; 1546 int lev_diff;
1552 object *skill_ob; 1547 object *skill_ob;
1553 1548
1554 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1555 { 1550 {
1556 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1557 return; 1552 return;
1558 } 1553 }
1559 1554
1560 if (!tmp->msg) 1555 if (!tmp->msg)
1561 { 1556 {
1562 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));
1563 return; 1558 return;
1564 } 1559 }
1565 1560
1566 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1567 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1568 if (!skill_ob) 1563 if (!skill_ob)
1569 { 1564 {
1570 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));
1571 return; 1566 return;
1572 } 1567 }
1573 1568
1574 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1575 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1576 { 1571 {
1577 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1578 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."
1579 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1580 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."
1581 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1582 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1583 else if (lev_diff < 8)
1584 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1585 else if (lev_diff < 15)
1586 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1587 else
1588 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1589 return; 1578 return;
1590 } 1579 }
1591 1580
1592 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1593 1582
1594 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1595 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1596 if (ns->can_msg) 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1597 {
1598 dynbuf_text buf;
1599 buf << long_desc (tmp, op)
1600 << "\n\n"
1601 << tmp->msg
1602 << '\0';
1603 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1604 }
1605 else
1606 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1607 msgType->message_type, msgType->message_subtype,
1608 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1609 long_desc (tmp, op), &tmp->msg);
1610 1586
1611 /* gain xp from reading */ 1587 /* gain xp from reading */
1612 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1613 { /* only if not read before */ 1589 { /* only if not read before */
1614 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1616 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1617 { 1593 {
1618 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1619 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1620 1596
1621 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1622 if (tmp->env)
1623 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1624 else
1625 op->contr->ns->floorbox_update ();
1626 } 1599 }
1627 1600
1628 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1629 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 */
1630 } 1603 }
1631} 1604}
1632 1605
1633/** 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/**
1634 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1635 * 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
1636 */ 1662 */
1637static void 1663static void
1638apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1639{ 1665{
1640 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1641 { 1667 {
1642 case 0: 1668 case 0:
1643 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1644 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)));
1645 return; 1671 break;
1646 1672
1647 case 1: 1673 case 1:
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1649 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));
1650 return; 1677 break;
1651 1678
1652 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1653 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)));
1654 decrease_ob (tmp);
1655 return; 1683 break;
1656 } 1684 }
1657} 1685}
1658 1686
1659/** 1687/**
1660 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1710 { 1738 {
1711 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1712 return; 1740 return;
1713 } 1741 }
1714 1742
1715 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));
1716 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1717 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1718 spob->destroy (); 1746 spob->destroy ();
1719} 1747}
1720 1748
1728{ 1756{
1729 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1730 1758
1731 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1732 { 1760 {
1733 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1734 return; 1762 return;
1735 } 1763 }
1736 1764
1737 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1738 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1739 * legacy spellbooks 1767 * legacy spellbooks
1740 */ 1768 */
1741 if (tmp->slaying) 1769 if (tmp->slaying)
1742 { 1770 {
1743 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1744 if (!spell) 1773 if (!spell)
1745 { 1774 {
1746 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));
1747 return; 1776 return;
1748 } 1777 }
1749 else 1778 else
1750 insert_ob_in_ob (spell, tmp); 1779 insert_ob_in_ob (spell, tmp);
1751 1780
1756 1785
1757 /* 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
1758 * lower than the spell will make learning the spell more difficult */ 1787 * lower than the spell will make learning the spell more difficult */
1759 if (!skop) 1788 if (!skop)
1760 { 1789 {
1761 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));
1762 return; 1791 return;
1763 } 1792 }
1764 1793
1765 spell = tmp->inv; 1794 spell = tmp->inv;
1766 1795
1767 if (!spell) 1796 if (!spell)
1768 { 1797 {
1769 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);
1770 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!");
1771 return; 1800 return;
1772 } 1801 }
1773 1802
1774 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1775 { 1805 {
1776 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));
1777 return; 1808 return;
1778 } 1809 }
1779 1810
1780 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));
1781 1812
1782 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1783 {
1784 identify (tmp); 1814 identify (tmp);
1785
1786 if (tmp->env)
1787 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1788 else
1789 op->contr->ns->floorbox_update ();
1790 }
1791 1815
1792 /* 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
1793 * 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
1794 * 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
1795 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1796 */ 1820 */
1797 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1798 { 1822 {
1799 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn 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");
1800 return; 1824 return;
1801 } 1825 }
1802 1826
1803 if (spell->skill) 1827 if (spell->skill)
1804 { 1828 {
1805 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1806 1830
1807 if (!spell_skill) 1831 if (!spell_skill)
1808 { 1832 {
1809 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));
1810 return; 1834 return;
1811 } 1835 }
1812 1836
1813 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1814 { 1838 {
1815 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));
1816 return; 1840 return;
1817 } 1841 }
1818 } 1842 }
1819 1843
1820 /* Logic as follows 1844 /* Logic as follows
1829 * 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
1830 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1831 */ 1855 */
1832 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 { 1857 {
1834 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!");
1835 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));
1836 } 1860 }
1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1838 (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])
1839 { 1863 {
1840 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1841 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1842 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1843 1866
1844 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1845 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1846 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);
1847 } 1870 }
1848 else 1871 else
1849 { 1872 {
1850 op->contr->play_sound (sound_find ("fumble_spell")); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1851 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");
1852 } 1875 }
1853 1876
1854 decrease_ob (tmp); 1877 tmp->decrease ();
1855} 1878}
1856 1879
1857/** 1880/**
1858 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1859 */ 1882 */
1862{ 1885{
1863 object *skop; 1886 object *skop;
1864 1887
1865 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1866 { 1889 {
1867 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1868 return; 1891 return;
1869 } 1892 }
1870 1893
1871 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1872 { 1895 {
1873 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.>");
1874 return; 1897 return;
1875 } 1898 }
1876 1899
1877 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1878 { 1901 {
1884 */ 1907 */
1885 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1886 1909
1887 if (!skop) 1910 if (!skop)
1888 { 1911 {
1889 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]));
1890 return; 1913 return;
1891 } 1914 }
1892 1915
1893 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1894 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1895 } 1918 }
1896 1919
1897 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1898 identify (tmp); 1921 identify (tmp);
1899 1922
1900 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));
1901 1924
1902 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1903 decrease_ob (tmp); 1926 tmp->decrease ();
1904} 1927}
1905 1928
1906/** 1929/**
1907 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1908 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1909 * chest. 1932 * chest.
1910 */ 1933 */
1911static void 1934static void
1912apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1913{ 1936{
1914 /* 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
1915 * 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
1916 * 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
1917 * 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
1918 * treasure 1941 * treasure
1919 */ 1942 */
1920 object *treas = tmp->inv; 1943 object *treas = tmp->inv;
1921 1944
1922 if (!treas) 1945 if (!treas)
1923 { 1946 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1925 decrease_ob (tmp); 1948 tmp->decrease ();
1926 return; 1949 return;
1927 } 1950 }
1928 1951
1929 while (tmp->inv) 1952 while (tmp->inv)
1930 { 1953 {
1931 treas = tmp->inv; 1954 treas = tmp->inv;
1932
1933 treas->remove (); 1955 treas->remove ();
1934 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1935 1956
1936 treas->x = op->x; 1957 treas->x = op->x;
1937 treas->y = op->y; 1958 treas->y = op->y;
1938 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);
1939 1960
1940 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))
1941 spring_trap (treas, op); 1962 spring_trap (treas, op);
1942 1963
1943 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1944 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1945 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1946 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1947 */ 1968 */
1948 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1949 break; 1970 break;
1950 } 1971 }
1951 1972
1952 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1953 decrease_ob (tmp); 1974 tmp->decrease (true);
1954
1955}
1956
1957/**
1958 * op eats food.
1959 * If player, takes care of messages and dragon special food.
1960 */
1961static void
1962apply_food (object *op, object *tmp)
1963{
1964 int capacity_remaining;
1965
1966 if (op->type != PLAYER)
1967 op->stats.hp = op->stats.maxhp;
1968 else
1969 {
1970 /* check if this is a dragon (player), eating some flesh */
1971 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1972 ;
1973 else
1974 {
1975 /* usual case - no dragon meal: */
1976 if (op->stats.food + tmp->stats.food > 999)
1977 {
1978 if (tmp->type == FOOD || tmp->type == FLESH)
1979 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1980 else
1981 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1982 }
1983
1984 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1985 {
1986 char buf[MAX_BUF];
1987
1988 if (!is_dragon_pl (op))
1989 {
1990 /* eating message for normal players */
1991 if (tmp->type == DRINK)
1992 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1993 else
1994 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1995 }
1996 else
1997 {
1998 /* eating message for dragon players */
1999 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2000 }
2001
2002 new_draw_info (NDI_UNIQUE, 0, op, buf);
2003 capacity_remaining = 999 - op->stats.food;
2004 op->stats.food += tmp->stats.food;
2005 if (capacity_remaining < tmp->stats.food)
2006 op->stats.hp += capacity_remaining / 50;
2007 else
2008 op->stats.hp += tmp->stats.food / 50;
2009 if (op->stats.hp > op->stats.maxhp)
2010 op->stats.hp = op->stats.maxhp;
2011 if (op->stats.food > 999)
2012 op->stats.food = 999;
2013 }
2014
2015 /* special food hack -b.t. */
2016 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2017 eat_special_food (op, tmp);
2018 }
2019 }
2020
2021 handle_apply_yield (tmp);
2022 decrease_ob (tmp);
2023} 1975}
2024 1976
2025/** 1977/**
2026 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2027 * 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.
2030 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2031 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2032 * return: 1984 * return:
2033 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2034 */ 1986 */
2035int 1987static int
2036dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2037{ 1989{
2038 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2039 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2040 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2041 1993
2042 char buf[MAX_BUF]; /* tmp. string buffer */
2043 double chance; /* improvement-chance of one resistance type */ 1994 double chance; /* improvement-chance of one resistance type */
2044 double totalchance = 1; /* total chance of gaining one resistance */ 1995 double totalchance = 1; /* total chance of gaining one resistance */
2045 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2046 double mbonus = 0; /* monster bonus */ 1997 double mbonus = 0; /* monster bonus */
2047 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2048 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2049 int i; /* index */ 2000 int i; /* index */
2050 2001
2051 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2052 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2053 return 0; 2004 return 0;
2054 2005
2055 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2056 from the player's inventory */ 2007 from the player's inventory */
2057 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2069 /* now start by filling stomache and health, according to food-value */ 2020 /* now start by filling stomache and health, according to food-value */
2070 if ((999 - op->stats.food) < meal->stats.food) 2021 if ((999 - op->stats.food) < meal->stats.food)
2071 op->stats.hp += (999 - op->stats.food) / 50; 2022 op->stats.hp += (999 - op->stats.food) / 50;
2072 else 2023 else
2073 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2025
2074 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2075 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2076 2028
2077 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2078 2030
2079 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2080 2032
2081 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2082 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2092 2044
2093 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2094 flesh is too rare */ 2046 flesh is too rare */
2095 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2096 2048
2097 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2098 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2099 2051
2100 if (chance >= 0.) 2052 if (chance >= 0.)
2101 chance += 1.; 2053 chance += 1.;
2102 else 2054 else
2103 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2104 2056
2105 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2106 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2107 2059
2108 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2109 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2110 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2111 2063
2112 /* 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!) */
2113 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2114 { 2066 {
2115 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2116 winners++; 2068 winners++;
2117 } 2069 }
2118 2070
2123 } 2075 }
2124 } 2076 }
2125 2077
2126 /* inverse totalchance as until now we have the failure-chance */ 2078 /* inverse totalchance as until now we have the failure-chance */
2127 totalchance = 100 - totalchance * 100; 2079 totalchance = 100 - totalchance * 100;
2080
2128 /* print message according to totalchance */ 2081 /* print message according to totalchance */
2082 const char *buf;
2129 if (totalchance > 50.) 2083 if (totalchance > 50.)
2130 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2131 else if (totalchance > 10.) 2085 else if (totalchance > 10.)
2132 sprintf (buf, "The %s tasted very good.", &meal->name); 2086 buf = format ("The %s tasted very good.", &meal->name);
2133 else if (totalchance > 1.) 2087 else if (totalchance > 1.)
2134 sprintf (buf, "The %s tasted good.", &meal->name); 2088 buf = format ("The %s tasted good.", &meal->name);
2135 else if (totalchance > 0.1) 2089 else if (totalchance > 0.1)
2136 sprintf (buf, "The %s tasted bland.", &meal->name); 2090 buf = format ("The %s tasted bland.", &meal->name);
2137 else if (totalchance >= 0.01) 2091 else if (totalchance >= 0.01)
2138 sprintf (buf, "The %s had a boring taste.", &meal->name); 2092 buf = format ("The %s had a boring taste.", &meal->name);
2139 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))
2140 sprintf (buf, "The %s tasted strange.", &meal->name); 2094 buf = format ("The %s tasted strange.", &meal->name);
2141 else 2095 else
2142 sprintf (buf, "The %s had no taste.", &meal->name); 2096 buf = format ("The %s had no taste.", &meal->name);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf); 2097
2098 op->statusmsg (buf);
2144 2099
2145 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2146 i = -1; 2101 i = -1;
2147 if (winners > 0) 2102 if (winners > 0)
2148 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2149 2104
2150 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2151 { 2106 {
2152 /* resistance increased! */ 2107 /* resistance increased! */
2153 skin->resist[i]++; 2108 skin->resist[i]++;
2154 op->update_stats (); 2109 op->update_stats ();
2155 2110
2156 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]));
2157 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2158 } 2112 }
2159 2113
2160 /* if this flesh contains a new ability focus, we mark it 2114 /* if this flesh contains a new ability focus, we mark it
2161 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 */
2162 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)
2163 { 2117 {
2164 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> */
2165 2119
2166 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
2167 { 2126 ));
2168 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2169 new_draw_info (NDI_UNIQUE, 0, op, buf);
2170 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 }
2173 else 2127 else
2174 { 2128 {
2175 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]));
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 abil->last_eat = 0; 2130 abil->last_eat = 0;
2178 } 2131 }
2179 } 2132 }
2133
2180 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 ();
2181} 2211}
2182 2212
2183/** 2213/**
2184 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2185 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2189{ 2219{
2190 object *armor; 2220 object *armor;
2191 2221
2192 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))
2193 { 2223 {
2194 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.>");
2195 return; 2225 return;
2196 } 2226 }
2197 2227
2198 armor = find_marked_object (op); 2228 armor = find_marked_object (op);
2199 2229
2200 if (!armor) 2230 if (!armor)
2201 { 2231 {
2202 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.");
2203 return; 2233 return;
2204 } 2234 }
2205 2235
2206 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2207 && armor->type != CLOAK 2237 && armor->type != CLOAK
2208 && 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)
2209 { 2239 {
2210 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2211 return; 2241 return;
2212 } 2242 }
2213 2243
2214 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2215 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2216} 2246}
2217 2247
2218extern void 2248void
2219apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2220{ 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
2221 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2222 { 2257 {
2223 op->contr->play_sound (sound_find ("drink_poison")); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2224 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2225 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2226 } 2261 }
2227 2262
2228 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2229 { 2264 {
2230 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);
2231 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2232 } 2267 }
2233 2268
2234 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2235 handle_apply_yield (tmp); 2270 poison->destroy ();
2236 decrease_ob (tmp);
2237} 2271}
2238 2272
2239/** 2273/**
2240 * 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.
2241 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2246 * 2280 *
2247 * 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
2248 * 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
2249 * 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).
2250 */ 2284 */
2251int 2285static int
2252is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2253{ 2287{
2254 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2255 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 */
2256 2290
2257#if 0 //TODO 2291#if 0 //TODO
2258 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2259 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2260#endif 2294#endif
2295
2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2261 2297
2262 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2263 2299
2264 if (exitmap) 2300 if (exitmap)
2265 { 2301 {
2320 return 1; 2356 return 1;
2321 } 2357 }
2322 } 2358 }
2323 2359
2324 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 ();
2325} 2708}
2326 2709
2327/** 2710/**
2328 * Main apply handler. 2711 * Main apply handler.
2329 * 2712 *
2332 * Return value: 2715 * Return value:
2333 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2334 * 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
2335 * 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
2336 * 2719 *
2337 * 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
2338 * being applied. 2721 * being applied.
2339 * 2722 *
2340 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2341 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2342 */ 2725 */
2343int 2726int
2344manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2345{ 2728{
2346 if (tmp->head) 2729 op = op->head_ ();
2347 tmp = tmp->head;
2348 2730
2349 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2350 { 2732 {
2351 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2352 { 2734 {
2735 examine (who, op);
2353 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
2354 return 1; 2737 return 1;
2355 } 2738 }
2356 else 2739 else
2357 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2358 } 2741 }
2359 2742
2360 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2361 return RESULT_INT (0); 2744 return RESULT_INT (0);
2362 2745
2363 switch (tmp->type) 2746 switch (op->type)
2364 { 2747 {
2365 case CF_HANDLE: 2748 case T_HANDLE:
2366 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2367 op->play_sound (sound_find ("turn_handle")); 2749 who->play_sound (sound_find ("turn_handle"));
2750 who->statusmsg ("You turn the handle.");
2368 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2369 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2370 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2371 push_button (tmp); 2754 push_button (op, who);
2372 return 1; 2755 return 1;
2373 2756
2374 case TRIGGER: 2757 case TRIGGER:
2375 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2376 { 2759 {
2377 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2378 op->play_sound (sound_find ("turn_handle")); 2761 who->play_sound (sound_find ("turn_handle"));
2379 } 2762 }
2380 else 2763 else
2381 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2382 2765
2383 return 1; 2766 return 1;
2384 2767
2385 case EXIT: 2768 case EXIT:
2386 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2387 return 0; 2770 return 0;
2388 2771
2389 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2390 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)));
2391 else 2774 else
2392 { 2775 {
2393 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2394 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2395 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2396 2779
2397 op->enter_exit (tmp); 2780 who->enter_exit (op);
2398 } 2781 }
2399 2782
2400 return 1; 2783 return 1;
2401 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
2402 case SIGN: 2790 case SIGN:
2403 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2404 return 1; 2792 return 1;
2405 2793
2406 case BOOK: 2794 case BOOK:
2407 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2408 { 2796 {
2409 apply_book (op, tmp); 2797 apply_book (who, op);
2410 return 1; 2798 return 1;
2411 } 2799 }
2412 else 2800 else
2413 return 0; 2801 return 0;
2414 2802
2415 case SKILLSCROLL: 2803 case SKILLSCROLL:
2416 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2417 { 2805 {
2418 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2419 return 1; 2807 return 1;
2420 } 2808 }
2421 else 2809 else
2422 return 0; 2810 return 0;
2423 2811
2424 case SPELLBOOK: 2812 case SPELLBOOK:
2425 if (op->type == PLAYER) 2813 if (who->type == PLAYER)
2426 { 2814 {
2427 apply_spellbook (op, tmp); 2815 apply_spellbook (who, op);
2428 return 1; 2816 return 1;
2429 } 2817 }
2430 else 2818 else
2431 return 0; 2819 return 0;
2432 2820
2433 case SCROLL: 2821 case SCROLL:
2434 apply_scroll (op, tmp, 0); 2822 apply_scroll (who, op, 0);
2435 return 1; 2823 return 1;
2436 2824
2437 case POTION: 2825 case POTION:
2438 apply_potion (op, tmp); 2826 apply_potion (who, op);
2439 return 1; 2827 return 1;
2440 2828
2441 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2442 //TODO: remove, as it is unsed? 2830 //TODO: remove, as it is unsed?
2443 case CLOSE_CON: 2831 case CLOSE_CON:
2444 apply_container (op, tmp->env); 2832 apply_container (who, op->env);
2445 return 1; 2833 return 1;
2446 2834
2447 case CONTAINER: 2835 case CONTAINER:
2448 apply_container (op, tmp); 2836 apply_container (who, op);
2449 return 1; 2837 return 1;
2450 2838
2451 case TREASURE: 2839 case TREASURE:
2452 if (op->type == PLAYER) 2840 if (who->type == PLAYER)
2453 { 2841 {
2454 apply_treasure (op, tmp); 2842 apply_treasure (who, op);
2455 return 1; 2843 return 1;
2456 } 2844 }
2457 else 2845 else
2458 return 0; 2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2459 2852
2460 case WEAPON: 2853 case WEAPON:
2461 case ARMOUR: 2854 case ARMOUR:
2462 case BOOTS: 2855 case BOOTS:
2463 case GLOVES: 2856 case GLOVES:
2471 case WAND: 2864 case WAND:
2472 case ROD: 2865 case ROD:
2473 case HORN: 2866 case HORN:
2474 case SKILL: 2867 case SKILL:
2475 case BOW: 2868 case BOW:
2476 case LAMP:
2477 case BUILDER: 2869 case BUILDER:
2478 case SKILL_TOOL: 2870 case SKILL_TOOL:
2479 if (tmp->env != op) 2871 if (op->env != who)
2480 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2481 2873
2482 apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2483 return 1; 2875 return 1;
2484 2876
2485 case DRINK: 2877 case DRINK:
2486 case FOOD: 2878 case FOOD:
2487 case FLESH: 2879 case FLESH:
2488 apply_food (op, tmp); 2880 apply_food (who, op);
2489 return 1; 2881 return 1;
2490 2882
2491 case POISON: 2883 case POISON:
2492 apply_poison (op, tmp); 2884 apply_poison (who, op);
2493 return 1; 2885 return 1;
2494 2886
2495 case SAVEBED: 2887 case SAVEBED:
2496 return 1; 2888 return 1;
2497 2889
2498 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2499 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2500 { 2892 {
2501 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2502 return 1; 2894 return 1;
2503 } 2895 }
2504 else 2896 else
2505 return 0; 2897 return 0;
2506 2898
2507 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2508 check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2509 return 1; 2901 return 1;
2510 2902
2511 case CLOCK: 2903 case CLOCK:
2512 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2513 { 2905 {
2514 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2515 timeofday_t tod; 2907 timeofday_t tod;
2516 2908
2517 get_tod (&tod); 2909 get_tod (&tod);
2518 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2519 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2520 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2521 op->play_sound (sound_find ("sound_clock")); 2910 who->play_sound (sound_find ("sound_clock"));
2522 new_draw_info (NDI_UNIQUE, 0, op, buf); 2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2915 ));
2523 return 1; 2916 return 1;
2524 } 2917 }
2525 else 2918 else
2526 return 0; 2919 return 0;
2527 2920
2528 case MENU: 2921 case MENU:
2529 if (op->type == PLAYER) 2922 if (who->type == PLAYER)
2530 { 2923 {
2531 shop_listing (tmp, op); 2924 shop_listing (op, who);
2532 return 1; 2925 return 1;
2533 } 2926 }
2534 else 2927 else
2535 return 0; 2928 return 0;
2536 2929
2537 case POWER_CRYSTAL: 2930 case POWER_CRYSTAL:
2538 apply_power_crystal (op, tmp); /* see egoitem.c */ 2931 apply_power_crystal (who, op); /* see egoitem.c */
2539 return 1; 2932 return 1;
2540 2933
2541 case LIGHTER: /* for lighting torches/lanterns/etc */ 2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2542 if (op->type == PLAYER) 2935 if (who->type == PLAYER)
2543 { 2936 {
2544 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2545 return 1; 2938 return 1;
2546 } 2939 }
2547 else 2940 else
2548 return 0; 2941 return 0;
2549 2942
2550 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2551 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2552 return 1; 2945 return 1;
2553 2946
2554 default: 2947 default:
2555 return 0; 2948 return 0;
2556 } 2949 }
2557} 2950}
2558
2559 2951
2560/* 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"
2561 * 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
2562 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2563 * 2955 *
2564 * Same return value as apply() function. 2956 * Same return value as apply() function.
2565 */ 2957 */
2566int 2958int
2567player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2568{ 2960{
2569 int tmp;
2570
2571 if (op->env && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2572 { 2962 {
2573 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2574 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2575 { 2965 {
2576 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.>");
2577 return 0; 2969 return 0;
2578 } 2970 }
2579 } 2971 }
2580 2972
2581 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2582 2974
2583 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2584 if (!quiet) 2977 if (!quiet)
2585 { 2978 {
2586 if (tmp == 0) 2979 if (tmp == 0)
2587 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)));
2588 else if (tmp == 2) 2981 else if (tmp == 2)
2589 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2590 } 2983 }
2591 2984
2592 return tmp; 2985 return tmp;
2593} 2986}
2594 2987
2608 * 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
2609 * 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
2610 * 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
2611 * not return a proper value. 3004 * not return a proper value.
2612 */ 3005 */
2613 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)
2614 { 3007 {
2615 next = tmp->below; 3008 next = tmp->below;
2616 3009
2617 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2618 floors++; 3011 floors++;
2623 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2624 * 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
2625 * the item needs. 3018 * the item needs.
2626 */ 3019 */
2627 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2628 {
2629 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2630 return; 3022 return;
2631 } 3023
2632 if (floors >= 2) 3024 if (floors >= 2)
2633 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2634 } 3026 }
2635} 3027}
2636 3028
2671 { 3063 {
2672 pl->combat_ob = 0; 3064 pl->combat_ob = 0;
2673 who->change_weapon (pl->ranged_ob); 3065 who->change_weapon (pl->ranged_ob);
2674 } 3066 }
2675 3067
2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
2677 3069
2678 change_abil (who, op); 3070 change_abil (who, op);
2679 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2680 break; 3072 break;
2681 3073
2682 case SKILL: 3074 case SKILL:
2683 if (who->contr) 3075 if (who->contr)
2684 { 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
2685 if (!op->invisible) 3082 if (op->invisible)
2686 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));
2687 else 3084 else
2688 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)));
2689 } 3086 }
2690 3087
2691 change_abil (who, op); 3088 change_abil (who, op);
2692 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2693 break; 3090 break;
2700 case GLOVES: 3097 case GLOVES:
2701 case AMULET: 3098 case AMULET:
2702 case GIRDLE: 3099 case GIRDLE:
2703 case BRACERS: 3100 case BRACERS:
2704 case CLOAK: 3101 case CLOAK:
2705 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2706 change_abil (who, op); 3103 change_abil (who, op);
2707 break; 3104 break;
2708
2709 case LAMP:
2710 {
2711 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2712
2713 object *tmp2 = arch_to_object (op->other_arch);
2714 tmp2->x = op->x;
2715 tmp2->y = op->y;
2716 tmp2->map = op->map;
2717 tmp2->below = op->below;
2718 tmp2->above = op->above;
2719 tmp2->stats.food = op->stats.food;
2720 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2721
2722 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2723 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2724
2725 if (who->contr)
2726 esrv_del_item (who->contr, op->count);
2727
2728 op->destroy ();
2729 insert_ob_in_ob (tmp2, who);
2730 who->update_stats ();
2731
2732 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2733 {
2734 if (who->contr)
2735 {
2736 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2737 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2738 }
2739 }
2740
2741 if (who->contr)
2742 esrv_send_item (who, tmp2);
2743 }
2744
2745 return 1; /* otherwise, an attempt to drop causes problems */
2746 3105
2747 case BOW: 3106 case BOW:
2748 case WAND: 3107 case WAND:
2749 case ROD: 3108 case ROD:
2750 case HORN: 3109 case HORN:
2754 { 3113 {
2755 pl->ranged_ob = 0; 3114 pl->ranged_ob = 0;
2756 who->change_weapon (pl->combat_ob); 3115 who->change_weapon (pl->combat_ob);
2757 } 3116 }
2758 3117
2759 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2760 } 3119 }
2761 else 3120 else
2762 { 3121 {
2763 who->change_skill (0); 3122 who->change_skill (0);
2764 3123
2770 3129
2771 break; 3130 break;
2772 3131
2773 case BUILDER: 3132 case BUILDER:
2774 if (who->contr) 3133 if (who->contr)
2775 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2776 break; 3135 break;
2777 3136
2778 default: 3137 default:
2779 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2780 break; 3139 break;
2781 } 3140 }
2782 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
2783 who->update_stats (); 3146 who->update_stats ();
2784
2785 if (!(aflags & AP_NO_MERGE))
2786 {
2787 object *tmp = merge_ob (op, 0);
2788
2789 if (who->contr)
2790 {
2791 if (tmp)
2792 { /* it was merged */
2793 esrv_del_item (who->contr, op->count);
2794 op = tmp;
2795 }
2796
2797 esrv_send_item (who, op);
2798 }
2799 }
2800 3147
2801 return 0; 3148 return 0;
2802} 3149}
2803 3150
2804/** 3151/**
2842#define CANNOT_REMOVE_CURSED \ 3189#define CANNOT_REMOVE_CURSED \
2843 "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. " \
2844 "Praying over an altar, scrolls of remove curse/damnation, " \ 3191 "Praying over an altar, scrolls of remove curse/damnation, " \
2845 "priests or even other players might help.>" 3192 "priests or even other players might help.>"
2846 3193
2847int 3194static int
2848unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2849{ 3196{
2850 if (op->is_range ()) 3197 if (op->is_range ())
2851 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2852 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2853 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)))
2854 { 3201 {
2855 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2856 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
2857 else 3204 else
2858 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
2859 } 3206 }
2860 else 3207 else
2861 { 3208 {
2862 /* 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.
2863 * 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
2864 * at least generate the message. 3211 * at least generate the message.
2865 */ 3212 */
2866 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)));
2867 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2868 query_name (tmp));
2869 return 1; 3214 return 1;
2870 } 3215 }
2871 3216
2872 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2873 { 3218 {
2896 3241
2897 /* 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 */
2898 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))))
2899 { 3244 {
2900 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
2901 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
2902 else 3247 else
2903 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
2904 } 3249 }
2905 else 3250 else
2906 { 3251 {
2907 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
2908 * 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,
2909 * 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
2910 * one cursed ring.) 3255 * one cursed ring.)
2911 */ 3256 */
2912 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)));
2913 } 3258 }
2914 3259
2915 last = tmp->below; 3260 last = tmp->below;
2916 } 3261 }
2917 /* 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
3098 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3099 return 0; 3444 return 0;
3100 3445
3101 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)))
3102 { 3447 {
3103 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)));
3104 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3105 query_name (op));
3106 return 1; 3449 return 1;
3107 } 3450 }
3108 3451
3109 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3110 } 3453 }
3111
3112 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3113 return 0; 3455 return 0;
3114 3456
3115 // if the item is combat/ranged, wield the relevant slot first 3457 // if the item is combat/ranged, wield the relevant slot first
3116 // to resolve conflicts. 3458 // to resolve conflicts.
3117 if (player *pl = who->contr) 3459 if (player *pl = who->contr)
3126 /* 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 */
3127 if (int i = can_apply_object (who, op)) 3469 if (int i = can_apply_object (who, op))
3128 { 3470 {
3129 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3130 { 3472 {
3131 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)));
3132 "You don't have the body to use a %s. H<You can never apply this item.>",
3133 query_name (op));
3134 return 1; 3474 return 1;
3135 } 3475 }
3136 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3137 { 3477 {
3138 new_draw_info_format (NDI_UNIQUE, 0, who, 3478 who->failmsg (format (
3139 "You have a prohibition against using a %s. " 3479 "You have a prohibition against using a %s. "
3140 "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.>",
3141 query_name (op)); 3481 query_name (op)
3482 ));
3142 return 1; 3483 return 1;
3143 } 3484 }
3144 3485
3145 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3146 { 3487 {
3150 } 3491 }
3151 else 3492 else
3152 { 3493 {
3153 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))
3154 { 3495 {
3155 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:");
3156 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3157 return 1; 3498 return 1;
3158 } 3499 }
3159 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))
3160 if (unapply_for_ob (who, op, aflags)) 3501 if (unapply_for_ob (who, op, aflags))
3166 { 3507 {
3167 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3168 3509
3169 if (!skop) 3510 if (!skop)
3170 { 3511 {
3171 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));
3172 return 1; 3513 return 1;
3173 } 3514 }
3174 else 3515 else
3175 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3176 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3177 */ 3518 */
3178 who->change_skill (skop); 3519 who->change_skill (skop);
3179 } 3520 }
3180 3521
3181 if (who->type == PLAYER 3522 if (!check_item_power (who, op->item_power))
3182 && op->item_power
3183 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3184 { 3523 {
3185 new_draw_info (NDI_UNIQUE, 0, who,
3186 "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);
3187 return 1; 3525 return 1;
3188 } 3526 }
3189 3527
3190 /* 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.
3191 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3192 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3193 */ 3531 */
3194 if (op->nrof > 1) 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3195 tmp = get_split_ob (op, op->nrof - 1);
3196 else
3197 tmp = 0;
3198 3533
3199 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)))
3200 return RESULT_INT (0); 3535 return RESULT_INT (0);
3201 3536
3202 switch (op->type) 3537 switch (op->type)
3203 { 3538 {
3204 case WEAPON: 3539 case WEAPON:
3205 if (!check_weapon_power (who, op->last_eat))
3206 {
3207 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3208 "It would consume your soul!." LACK_ITEM_POWER);
3209
3210 if (tmp)
3211 insert_ob_in_ob (tmp, who);
3212
3213 return 1;
3214 }
3215
3216 //TODO: this obviously fails for players using a shorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3217 // i.e. "R" can use Ragnarok's sword. 3541 // i.e. "R" can use Ragnarok's sword.
3218 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3219 { 3543 {
3220 /* 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. */
3221 /* (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) */
3222 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.>");
3223 "The weapon does not recognize you as its owner. "
3224 "H<Its name indicates that it belongs to somebody else.>");
3225 3547
3226 if (tmp) 3548 if (tmp)
3227 insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3228 3550
3229 return 1; 3551 return 1;
3230 } 3552 }
3231 3553
3232 if (!skop) 3554 if (!skop)
3233 { 3555 {
3234 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
3235 return 1; 3557 return 1;
3236 } 3558 }
3237 3559
3238 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3239 who->change_skill (skop); 3561 who->change_skill (skop);
3240 3562
3241 if (who->contr) 3563 if (who->contr)
3242 who->change_weapon (who->contr->combat_ob = op); 3564 who->change_weapon (who->contr->combat_ob = op);
3243 3565
3244 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3245 3567
3246 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3247 change_abil (who, op); 3569 change_abil (who, op);
3248 break; 3570 break;
3249 3571
3256 case BRACERS: 3578 case BRACERS:
3257 case CLOAK: 3579 case CLOAK:
3258 case RING: 3580 case RING:
3259 case AMULET: 3581 case AMULET:
3260 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3261 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3262 change_abil (who, op); 3584 change_abil (who, op);
3263 break; 3585 break;
3264
3265 case LAMP:
3266 if (op->stats.food < 1)
3267 {
3268 new_draw_info_format (NDI_UNIQUE, 0, who,
3269 "Your %s is out of fuel! "
3270 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3271 return 1;
3272 }
3273
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3275 tmp2 = arch_to_object (op->other_arch);
3276 tmp2->stats.food = op->stats.food;
3277 SET_FLAG (tmp2, FLAG_APPLIED);
3278
3279 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3280 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3281
3282 insert_ob_in_ob (tmp2, who);
3283
3284 /* Remove the old lantern */
3285 if (who->type == PLAYER)
3286 esrv_del_item (who->contr, op->count);
3287
3288 op->destroy ();
3289
3290 /* insert the portion that was split off */
3291 if (tmp)
3292 {
3293 insert_ob_in_ob (tmp, who);
3294 if (who->type == PLAYER)
3295 esrv_send_item (who, tmp);
3296 }
3297
3298 who->update_stats ();
3299
3300 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3301 if (who->type == PLAYER)
3302 {
3303 new_draw_info (NDI_UNIQUE, 0, who,
3304 "Oops, it feels deadly cold! "
3305 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3306 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3307 }
3308
3309 if (who->type == PLAYER)
3310 esrv_send_item (who, tmp2);
3311
3312 return 0;
3313 3586
3314 case SKILL_TOOL: 3587 case SKILL_TOOL:
3315 // applying a skill tool also readies the skill 3588 // applying a skill tool also readies the skill
3316 SET_FLAG (op, FLAG_APPLIED); 3589 SET_FLAG (op, FLAG_APPLIED);
3317 3590
3338 who->change_weapon (pl->combat_ob = item); 3611 who->change_weapon (pl->combat_ob = item);
3339 goto found_weapon; 3612 goto found_weapon;
3340 } 3613 }
3341 } 3614 }
3342 3615
3343 new_draw_info_format (NDI_UNIQUE, 0, who, 3616 who->failmsg (format (
3344 "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. "
3345 "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.>",
3346 &op->skill); 3619 &op->skill
3620 ));
3347 return 1; 3621 return 1;
3348 3622
3349 found_weapon:; 3623 found_weapon:;
3350 } 3624 }
3351 else 3625 else
3361 //TODO: bows should/must all have skill missile weapon right now 3635 //TODO: bows should/must all have skill missile weapon right now
3362 who->change_weapon (pl->ranged_ob = item); 3636 who->change_weapon (pl->ranged_ob = item);
3363 goto found_bow; 3637 goto found_bow;
3364 } 3638 }
3365 3639
3366 new_draw_info (NDI_UNIQUE, 0, who, 3640 who->failmsg (
3367 "You need to apply a missile weapon before readying this skill. " 3641 "You need to apply a missile weapon before readying this skill. "
3368 "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 );
3369 return 1; 3644 return 1;
3370 3645
3371 found_bow:; 3646 found_bow:;
3372 } 3647 }
3373 else 3648 else
3374 who->change_weapon (pl->ranged_ob = op); 3649 who->change_weapon (pl->ranged_ob = op);
3375 } 3650 }
3376 3651
3377 if (!op->invisible) 3652 if (!op->invisible)
3378 { 3653 {
3379 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3654 who->statusmsg (format (
3380 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 ));
3381 } 3660 }
3382 else 3661 else
3383 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));
3384 } 3663 }
3385 else 3664 else
3386 { 3665 {
3387 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3388 change_abil (who, op); 3667 change_abil (who, op);
3391 } 3670 }
3392 3671
3393 break; 3672 break;
3394 3673
3395 case BOW: 3674 case BOW:
3396 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3397 { 3676 {
3398 new_draw_info (NDI_UNIQUE, 0, who,
3399 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3400
3401 if (tmp)
3402 insert_ob_in_ob (tmp, who);
3403
3404 return 1;
3405 }
3406
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 {
3409 new_draw_info (NDI_UNIQUE, 0, who,
3410 "The weapon does not recognize you as its owner. " 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3411 "H<Its name indicates that it belongs to somebody else.>"); 3678 "H<Its name indicates that it belongs to somebody else.>");
3412 if (tmp) 3679 if (tmp)
3413 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3414 3681
3415 return 1; 3682 return 1;
3421 case HORN: 3688 case HORN:
3422 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3423 3690
3424 if (!skop) 3691 if (!skop)
3425 { 3692 {
3426 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
3427 return 1; 3694 return 1;
3428 } 3695 }
3429 3696
3430 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3431 who->change_skill (skop); 3698 who->change_skill (skop);
3432 3699
3433 if (who->contr) 3700 if (who->contr)
3434 { 3701 {
3435 who->contr->ranged_ob = op; 3702 who->contr->ranged_ob = op;
3436 3703
3437 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3438 3705
3439 if (op->type == BOW) 3706 if (op->type == BOW)
3440 { 3707 {
3441 who->current_weapon = op; 3708 who->current_weapon = op;
3442 change_abil (who, op); 3709 change_abil (who, op);
3443 new_draw_info_format (NDI_UNIQUE, 0, who,
3444 "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)));
3445 } 3711 }
3446 } 3712 }
3447 else 3713 else
3448 { 3714 {
3449 if (op->type == BOW) 3715 if (op->type == BOW)
3459 { 3725 {
3460 //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?)
3461 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3462 unapply_special (who, who->contr->ranged_ob, 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3463 3729
3464 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)));
3465 3731
3466 who->contr->ranged_ob = op; 3732 who->contr->ranged_ob = op;
3467 } 3733 }
3468 break; 3734 break;
3469 3735
3470 default: 3736 default:
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3472 } /* end of switch op->type */ 3738 }
3473 3739
3474 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3475 3741
3476 if (tmp) 3742 if (tmp)
3477 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3478 3744
3479 who->update_stats (); 3745 who->update_stats ();
3480 3746
3481 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3482 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3486 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3487 3753
3488 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3489 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3490 { 3756 {
3491 new_draw_info (NDI_UNIQUE, 0, who, 3757 who->failmsg (
3492 "Oops, it feels deadly cold! " 3758 "Oops, it feels deadly cold! "
3493 "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 );
3494 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3495 } 3762 }
3496 3763
3497 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3498 {
3499 /* if multiple objects were applied, update both slots */
3500 if (tmp)
3501 esrv_send_item (who, tmp);
3502
3503 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3504 }
3505 3766
3506 return 0; 3767 return 0;
3507}
3508
3509int
3510monster_apply_special (object *who, object *op, int aflags)
3511{
3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3513 return 1;
3514
3515 return apply_special (who, op, aflags);
3516} 3768}
3517 3769
3518/** 3770/**
3519 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3520 * 3772 *
3523int 3775int
3524auto_apply (object *op) 3776auto_apply (object *op)
3525{ 3777{
3526 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3527 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3528 3782
3529 switch (op->type) 3783 switch (op->type)
3530 { 3784 {
3531 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3532 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3534 3788
3535 do 3789 do
3536 { 3790 {
3537 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3538 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3539 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
3540 if (tmp == NULL) 3798 if (tmp == NULL)
3541 return 0; 3799 return 0;
3800
3542 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3543 { 3802 {
3544 tmp->destroy (); 3803 tmp->destroy ();
3545 tmp = NULL; 3804 tmp = NULL;
3546 } 3805 }
3549 3808
3550 tmp->x = op->x; 3809 tmp->x = op->x;
3551 tmp->y = op->y; 3810 tmp->y = op->y;
3552 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify (tmp); 3813 identify (tmp);
3556 break; 3814 break;
3557 3815
3558 case TREASURE: 3816 case TREASURE:
3559 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3566 /* 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,
3567 * 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
3568 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3827 * that is put inside other objects.
3570 */ 3828 */
3571 for (tmp = op->inv; tmp; tmp = tmp2)
3572 {
3573 tmp2 = tmp->below;
3574 tmp->remove ();
3575
3576 if (op->env) 3829 if (op->env)
3577 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3578 else 3831 op->env->insert (op->inv);
3579 tmp->destroy ();
3580 }
3581 3832
3582 op->destroy (); 3833 op->destroy ();
3583 break; 3834 break;
3584 } 3835 }
3585 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3586} 3838}
3587 3839
3588/** 3840/**
3589 * 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
3590 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3604 3856
3605 if (tmp->inv) 3857 if (tmp->inv)
3606 { 3858 {
3607 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3608 3860
3609 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3610 { 3862 {
3611 invnext = invtmp->below; 3863 invnext = invtmp->below;
3612 3864
3613 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3614 auto_apply (invtmp); 3866 auto_apply (invtmp);
3615 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3616 { 3868 {
3617 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3618 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3619 3871
3620 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3621 } 3873 }
3622 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3627 * treasure again for this object 3879 * treasure again for this object
3628 */ 3880 */
3629 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3630 } 3882 }
3631 } 3883 }
3884
3632 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3633 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3634 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3635 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3636 * MSW 2004-05-13 3889 * MSW 2004-05-13
3640 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3641 */ 3894 */
3642 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3643 || 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)
3644 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3645
3646 } 3898 }
3647 3899
3648 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3649 auto_apply (tmp); 3901 auto_apply (tmp);
3650 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 ())
3683 } 3935 }
3684 3936
3685 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3686 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3687 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3688 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3689} 3941}
3690 3942
3691/** 3943/**
3692 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3693 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3698eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3699{ 3951{
3700 object *force; 3952 object *force;
3701 int i, did_one = 0; 3953 int i, did_one = 0;
3702 3954
3703 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3704 3958
3705 for (i = 0; i < NUM_STATS; i++)
3706 if (sint8 k = food->stats.stat (i))
3707 {
3708 force->stats.stat (i) = k;
3709 did_one = 1;
3710 }
3711
3712 /* check if we can protect the eater */
3713 for (i = 0; i < NROFATTACKS; i++)
3714 {
3715 if (food->resist[i] > 0)
3716 {
3717 force->resist[i] = food->resist[i] / 2;
3718 did_one = 1;
3719 }
3720 }
3721
3722 if (did_one)
3723 {
3724 force->set_speed (0.1);
3725 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3726 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3727 SET_FLAG (force, FLAG_APPLIED); 3961
3728 change_abil (who, force); 3962 if (force = who->force_find (key))
3729 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;
3730 } 3973 }
3731 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
3732 force->destroy (); 4005 force->destroy ();
4006 }
3733 4007
3734 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3735 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3736 { 4010 {
3737 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3738 { 4012 {
3739 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3740 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3741 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3742 } 4016 }
3743 else 4017 else
3744 { 4018 {
3745 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3746 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3747 else 4021 else
3748 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3749 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3750 } 4025 }
3751 } 4026 }
4027
3752 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3753 { 4029 {
3754 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3755 { 4031 {
3756 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3757 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3758 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3759 who->stats.sp = 0; 4035 who->stats.sp = 0;
3760 } 4036 }
3761 else 4037 else
3762 { 4038 {
3763 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3764 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3765 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3766 } 4042 }
3767 } 4043 }
4044
3768 who->update_stats (); 4045 who->update_stats ();
3769}
3770
3771/**
3772 * Designed primarily to light torches/lanterns/etc.
3773 * Also burns up burnable material too. First object in the inventory is
3774 * the selected object to "burn". -b.t.
3775 */
3776void
3777apply_lighter (object *who, object *lighter)
3778{
3779 object *item;
3780 int is_player_env = 0;
3781
3782 item = find_marked_object (who);
3783 if (item)
3784 {
3785 if (lighter->last_eat && lighter->stats.food)
3786 { /* lighter gets used up */
3787 /* Split multiple lighters if they're being used up. Otherwise *
3788 * one charge from each would be used up. --DAMN */
3789 if (lighter->nrof > 1)
3790 {
3791 object *oneLighter = lighter->clone ();
3792
3793 lighter->nrof -= 1;
3794 oneLighter->nrof = 1;
3795 oneLighter->stats.food--;
3796 esrv_send_item (who, lighter);
3797 oneLighter = insert_ob_in_ob (oneLighter, who);
3798 esrv_send_item (who, oneLighter);
3799 }
3800 else
3801 lighter->stats.food--;
3802 }
3803 else if (lighter->last_eat)
3804 { /* no charges left in lighter */
3805 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3806 return;
3807 }
3808
3809 /* Perhaps we should split what we are trying to light on fire?
3810 * I can't see many times when you would want to light multiple
3811 * objects at once.
3812 */
3813
3814 if (who == item->in_player ())
3815 is_player_env = 1;
3816
3817 save_throw_object (item, AT_FIRE, who);
3818
3819 if (item->destroyed ())
3820 {
3821 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3822 /* Need to update the player so that the players glow radius
3823 * gets changed.
3824 */
3825 if (is_player_env)
3826 who->update_stats ();
3827 }
3828 else
3829 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3830 }
3831 else /* nothing to light */
3832 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3833
3834}
3835
3836/**
3837 * op made some mistake with a scroll, this takes care of punishment.
3838 * scroll_failure()- hacked directly from spell_failure
3839 */
3840void
3841scroll_failure (object *op, int failure, int power)
3842{
3843 if (abs (failure / 4) > power)
3844 power = abs (failure / 4); /* set minimum effect */
3845
3846 if (failure <= -1 && failure > -15)
3847 { /* wonder */
3848 object *tmp;
3849
3850 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3851 tmp = get_archetype (SPELL_WONDER);
3852 cast_wonder (op, op, 0, tmp);
3853 tmp->destroy ();
3854 }
3855 else if (failure <= -15 && failure > -35)
3856 { /* drain mana */
3857 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3858 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if (op->stats.sp < 0)
3860 op->stats.sp = 0;
3861 }
3862 else if (settings.spell_failure_effects == TRUE)
3863 {
3864 if (failure <= -35 && failure > -60)
3865 { /* confusion */
3866 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3867 confuse_player (op, op, power);
3868 }
3869 else if (failure <= -60 && failure > -70)
3870 { /* paralysis */
3871 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3872 paralyze_player (op, op, power);
3873 }
3874 else if (failure <= -70 && failure > -80)
3875 { /* blind */
3876 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3877 blind_player (op, op, power);
3878 }
3879 else if (failure <= -80)
3880 { /* blast the immediate area */
3881 object *tmp = get_archetype (LOOSE_MANA);
3882 cast_magic_storm (op, tmp, power);
3883 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3884 tmp->destroy ();
3885 }
3886 }
3887} 4046}
3888 4047
3889void 4048void
3890apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3891{ 4050{
3939 } 4098 }
3940 4099
3941 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3942 * the player ref: player.c 4101 * the player ref: player.c
3943 */ 4102 */
3944 if (change->randomitems != NULL) 4103 if (change->randomitems)
3945 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3946 4105
3947 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3948 4107
3949 /* first, look for the force object banning 4108 /* first, look for the force object banning
3950 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3951 */ 4110 */
3952 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3953 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3954 flag_change_face = 0; 4113 flag_change_face = 0;
3955 4114
3956 if (flag_change_face) 4115 if (flag_change_face)
3957 { 4116 {
3958 pl->animation_id = GET_ANIM_ID (change);
3959 pl->face = change->face; 4117 pl->face = change->face;
3960 4118 pl->animation_id = change->animation_id;
3961 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3962 SET_FLAG (pl, FLAG_ANIMATE);
3963 else
3964 CLEAR_FLAG (pl, FLAG_ANIMATE);
3965 } 4120 }
3966 4121
3967 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3968 /*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); */
3969 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3970 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3971 4126
3972 break; 4127 break;
3973 } 4128 }
3974 } 4129 }
3975} 4130}
3976 4131
3977/**
3978 * This handles items of type 'transformer'.
3979 * Basically those items, used with a marked item, transform both items into something
3980 * else.
3981 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3982 * Change information is contained in the 'slaying' field of the marked item.
3983 * The format is as follow: transformer:[number ]yield[;transformer:...].
3984 * This way an item can be transformed in many things, and/or many objects.
3985 * The 'slaying' field for transformer is used as verb for the action.
3986 */
3987void
3988apply_item_transformer (object *pl, object *transformer)
3989{
3990 object *marked;
3991 object *new_item;
3992 char *find;
3993 char *separator;
3994 int yield;
3995 char got[MAX_BUF];
3996 int len;
3997
3998 if (!pl || !transformer)
3999 return;
4000
4001 marked = find_marked_object (pl);
4002
4003 if (!marked)
4004 {
4005 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4006 return;
4007 }
4008
4009 if (!marked->slaying)
4010 {
4011 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4012 return;
4013 }
4014
4015 /* check whether they are compatible or not */
4016 find = strstr (marked->slaying, transformer->arch->archname);
4017 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4018 {
4019 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4020 return;
4021 }
4022
4023 find += strlen (transformer->arch->archname) + 1;
4024 /* Item can be used, now find how many and what it yields */
4025 if (isdigit (*(find)))
4026 {
4027 yield = atoi (find);
4028 if (yield < 1)
4029 {
4030 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4031 yield = 1;
4032 }
4033 }
4034 else
4035 yield = 1;
4036
4037 while (isdigit (*find))
4038 find++;
4039 while (*find == ' ')
4040 find++;
4041
4042 memset (got, 0, MAX_BUF);
4043
4044 if ((separator = strchr (find, ';')) != NULL)
4045 len = separator - find;
4046 else
4047 len = strlen (find);
4048
4049 if (len > MAX_BUF - 1)
4050 len = MAX_BUF - 1;
4051
4052 strcpy (got, find);
4053 got[len] = '\0';
4054
4055 /* Now create new item, remove used ones when required. */
4056 new_item = get_archetype (got);
4057 if (!new_item)
4058 {
4059 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4060 return;
4061 }
4062
4063 new_item->nrof = yield;
4064 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4065 insert_ob_in_ob (new_item, pl);
4066 esrv_send_inventory (pl, pl);
4067 /* Eat up one item */
4068 decrease_ob_nr (marked, 1);
4069
4070 /* Eat one transformer if needed */
4071 if (transformer->stats.food)
4072 if (--transformer->stats.food == 0)
4073 decrease_ob_nr (transformer, 1);
4074}

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