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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.39 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 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 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
56 * subtype 5: arch or race 54 * subtype 5: arch or race
57 * subtype 7: all three 55 * subtype 7: all three
58 */ 56 */
59 if (op->subtype) 57 if (op->subtype)
60 { 58 {
61 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
64 } 62 }
65 else 63 else
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
97 */ 94 */
98static int 95static int
99apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
100{ 97{
101 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 99
104 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
105 return 0; 101 return 0;
106 102
107 /* 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
108 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
109 */ 105 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 107 return 0;
112 108
113 marked = find_marked_object (pl);
114 /* 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
115 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
116 */ 111 */
112 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 114 {
119 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
120 { 116 {
121 identify (marked); 117 identify (marked);
122 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));
123 if (marked->msg) 120 if (marked->msg)
124 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
127 } 124 }
128 return money == NULL;
129 } 125 }
130 }
131 126
132 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
133 { 128 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 130 {
136 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
137 { 132 {
138 identify (id); 133 identify (id);
139 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));
140 if (id->msg) 136 if (id->msg)
141 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
148 break; 141 break;
149 } 142 }
150 else 143 else
151 { 144 {
152 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");
153 break; 146 break;
154 } 147 }
155 } 148 }
156 } 149 }
157 if (!success) 150
158 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
159 return money == NULL; 156 return !money;
160} 157}
161 158
162/** 159/**
163 * 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
164 * matching item. 161 * matching item.
165 **/ 162 **/
166static void 163void
167handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
168{ 165{
169 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 168}
190 169
191/** 170/**
192 * Handles applying a potion. 171 * Handles applying a potion.
193 */ 172 */
195apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
196{ 175{
197 int got_one = 0, i; 176 int got_one = 0, i;
198 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
199 178
200 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
201 180
202 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)
203 { 182 {
204 if (op->type == PLAYER)
205 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
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 186 return 0;
208 } 187 }
209 188
210 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 object *depl; 198 object *depl;
220 archetype *at; 199 archetype *at;
221 200
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 202 {
224 drain_stat (op); 203 op->drain_stat ();
225 fix_player (op); 204 op->update_stats ();
226 decrease_ob (tmp); 205 tmp->decrease ();
227 return 1; 206 return 1;
228 } 207 }
229 208
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (shstr_depletion)))
231 { 210 {
232 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 212 return 0;
234 } 213 }
214
235 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
236 216
237 if (depl != NULL) 217 if (depl)
238 { 218 {
239 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
242 222
243 depl->destroy (); 223 depl->destroy ();
244 fix_player (op); 224 op->update_stats ();
245 } 225 }
246 else 226 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
248 228
249 decrease_ob (tmp); 229 tmp->decrease ();
250 return 1; 230 return 1;
251 } 231 }
252 232
253 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 235 {
256 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
257 { 237 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 239 {
260 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
261 { 241 {
262 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
263 break; 243 break;
264 } 244 }
245
265 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
266 { 247 {
267 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
268 break; 249 break;
269 } 250 }
251
270 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
271 { 253 {
272 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
273 break; 255 break;
274 } 256 }
278 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
279 { 261 {
280 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
281 break; 263 break;
282 } 264 }
265
283 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
284 { 267 {
285 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
286 break; 269 break;
287 } 270 }
271
288 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
289 { 273 {
290 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
291 break; 275 break;
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
303 { 287 {
304 fix_player (op); 288 op->update_stats ();
305 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 "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
308 } 292 }
309 else 293 else
310 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.");
311 } 295 }
312 else 296 else
313 { /* cursed potion */ 297 { /* cursed potion */
314 if (got_one) 298 if (got_one)
315 { 299 {
316 fix_player (op); 300 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
318 } 302 }
319 else 303 else
320 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);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
338 322 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 323 }
348 else 324 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 326
351 decrease_ob (tmp); 327 tmp->decrease ();
328
352 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 331 op->update_stats ();
332
355 return 1; 333 return 1;
356 } 334 }
357 335
358 /* Deal with protection potions */ 336 /* Deal with protection potions */
359 force = NULL; 337 force = NULL;
361 { 339 {
362 if (tmp->resist[i]) 340 if (tmp->resist[i])
363 { 341 {
364 if (!force) 342 if (!force)
365 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
368 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 */
369 } 348 }
370 } 349 }
350
371 /* This is a protection potion */ 351 /* This is a protection potion */
372 if (force) 352 if (force)
373 { 353 {
374 /* cursed items last longer */ 354 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 357 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 361 }
362
382 force->speed_left = -1; 363 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 367 change_abil (op, force);
387 decrease_ob (tmp); 368 tmp->decrease ();
388 return 1; 369 return 1;
389 } 370 }
390 371
391 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 373 if (op->type == PLAYER)
393 { /* only for players */ 374 { /* only for players */
394 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)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 379 else
397 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
398 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
400 } 384 }
401 385
402 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 389 * up all the stats.
406 */ 390 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 392 op->update_stats ();
409 decrease_ob (tmp); 393 tmp->decrease ();
410 return 1; 394 return 1;
411} 395}
412 396
413/**************************************************************************** 397/****************************************************************************
414 * Weapon improvement code follows 398 * Weapon improvement code follows
415 ****************************************************************************/ 399 ****************************************************************************/
416 400
417/** 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/**
418 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
419 */ 418 */
420static int 419static int
421check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
422{ 421{
423 int count = 0; 422 int count = 0;
424 423
425 424 if (!item)
426 if (item == NULL)
427 return 0; 425 return 0;
428 op = op->below; 426
429 while (op != NULL) 427 for (op = op->below; op; op = op->below)
430 { 428 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 431 count += op->number_of ();
440 } 432
441 }
442 op = op->below;
443 }
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
448 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 fix_player (op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597 536static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
649 * 594 *
650 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
653 */ 598 */
654int 599static int
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 612 return 0;
667 } 613 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
761 */ 710 */
762int 711static int
763check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
718
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 720 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 722 return 0;
773 } 723 }
724
774 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
775 if (!otmp) 727 if (!otmp)
776 { 728 {
777 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.>");
778 return 0; 730 return 0;
779 } 731 }
732
780 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 734 {
782 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!");
783 return 0; 736 return 0;
784 } 737 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
786 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
788 return 1; 743 return 1;
789} 744}
790 745
808 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 764 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 766 * changing of physical area right now.
812 */ 767 */
813int 768static int
814improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
815{ 770{
816 object *tmp; 771 object *tmp;
817 772
818 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
819 { 774 {
820 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!");
821 return 0; 776 return 0;
822 } 777 }
778
823 /* 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,
824 * 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.
825 * 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
826 * of gnarg and what not?) 782 * of gnarg and what not?)
827 */ 783 */
828 if (armour->title) 784 if (armour->title)
829 { 785 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 787 return 0;
832 } 788 }
833 789
834 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
836 */ 792 */
837 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 794
842 armour->magic++; 795 armour->magic++;
843 796
844 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
845 { 798 {
850 { 803 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 805 pow++;
853 } 806 }
854 807
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 809 }
857 else 810 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 812
860 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
861 { 814 {
862 int base = 100; 815 int base = 100;
863 int pow = 0; 816 int pow = 0;
866 { 819 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 821 pow++;
869 } 822 }
870 823
871 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
872 } 825 }
873 else 826 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 828
876 if (armour->weight <= 0) 829 if (armour->weight <= 0)
877 { 830 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 832 armour->weight = 1;
880 } 833 }
881 834
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 836
884 if (op->type == PLAYER) 837 if (op->type == PLAYER)
885 { 838 {
886 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 842 op->update_stats ();
889 } 843 }
890 decrease_ob (improver); 844
845 improver->decrease ();
846
891 if (tmp) 847 if (tmp)
892 { 848 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 849
894 esrv_send_item (op, tmp);
895 }
896 return 1; 850 return 1;
897} 851}
898
899 852
900/* 853/*
901 * 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
902 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
903 */ 856 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 857 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
911 * 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
912 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
913 */ 861 */
914int 862int
915convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
916{ 864{
917 int nr = 0; 865 sint64 nr = 0, price_in;
918 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;
919 874
920 /* 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,
921 * 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
922 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
923 */ 878 */
924 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
925 { 880 {
926 int cost;
927
928 if (item->type != MONEY) 881 if (item->type != MONEY)
929 return 0; 882 return 0;
930 883
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 885 if (!nr)
933 return 0; 886 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 887
935 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 889
937 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
939 893
940 price_in = cost * item->value; 894 price_in = cost * item->value;
941 } 895 }
942 else 896 else
943 { 897 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
946 return 0; 901 return 0;
947 902
948 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
949 { 906 {
950 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
953 } 910 }
954 else 911 else
955 { 912 {
956 price_in = item->value; 913 price_in = item->value;
957 item->destroy (); 914 item->destroy ();
958 } 915 }
959 } 916 }
960 917
961 if (converter->inv != NULL) 918 if (converter->inv)
962 { 919 {
963 object *ob; 920 object *ob;
964 int i; 921 int i;
965 object *ob_to_copy; 922 object *ob_to_copy;
966 923
967 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
969 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++)
970 {
971 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 928 ob_to_copy = ob;
974 } 929
975 } 930 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 933 }
980 else 934 else
981 { 935 {
982 if (converter->other_arch == NULL) 936 if (!conv_to)
983 { 937 {
984 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",
985 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 940 return -1;
987 } 941 }
988 942
989 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 945 }
992 946
993 if (CONV_NR (converter)) 947 if (give)
994 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
995 if (nr) 950 if (nr)
996 item->nrof *= nr; 951 item->nrof *= nr;
997 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
998 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 }
999 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 965 {
1001 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",
1002 &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);
1003
1004 /** 968 /**
1005 * 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
1006 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1007 */ 971 */
1008 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1009 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);
1010 return 1; 980 return 1;
1011} 981}
1012 982
1013/** 983/**
1014 * Handle apply on containers. 984 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1016 * 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]
1017 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1018 */ 988 */
1019 989static int
1020int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1029 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1030 { 996 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 998 return 0;
1033 } 999 }
1034 op->contr->last_used = NULL; 1000
1035 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env != op) 1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1038 { 1007 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container_ () == sack)
1040 { 1013 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1042 return 1; 1016 return 1;
1043 } 1017 }
1044 /* It's on the ground, the problems begin */ 1018 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1019 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1060 { 1023 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1024
1081 if (tmp && tmp->type == CLOSE_CON) 1025 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1030 op->close_container ();
1090 { 1031 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1034 return 1;
1094 apply_container (op, tmp); 1035 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1096 op->container = sack; 1037 // it's locked?
1097 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1098 strcat (buf, "."); 1039 {
1099 } 1040 if (object *tmp = find_key (op, op, sack))
1100 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1042 else
1108 { 1043 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1045 return 1;
1145 } 1046 }
1146 }
1147 } 1047 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048
1149 if (op->contr) 1049 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1050
1151 return 1; 1051 return 1;
1152} 1052}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1053
1279/** 1054/**
1280 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1282 */ 1057 */
1285{ 1060{
1286 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 1063 return 0;
1289 1064
1290 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1291 { 1066 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * 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
1294 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1295 */ 1070 */
1296 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1297 { 1072 {
1298 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));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1076 * old maps.
1302 */ 1077 */
1303 1078
1304/* push_button (altar);*/ 1079/* push_button (altar);*/
1305 } 1080 }
1306 else 1081 else
1307 { 1082 {
1308 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1309 push_button (altar); 1084 push_button (altar, originator);
1310 } 1085 }
1311 1086
1312 return !sacrifice; 1087 return !sacrifice;
1313 } 1088 }
1314 else 1089 else
1329 double opinion; 1104 double opinion;
1330 object *tmp, *next; 1105 object *tmp, *next;
1331 1106
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1108
1334 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 ())
1335 { 1121 {
1336 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1338 * the shop. 1124 * the shop.
1339 */ 1125 */
1343 1129
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 { 1131 {
1346 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);
1347 1133
1134 if (i >= 0)
1348 tmp->remove (); 1135 tmp->move (i);
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 } 1136 }
1358 } 1137 }
1359 1138
1360 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1366 */ 1145 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1147 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 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);
1372 1150
1373 if (i != -1) 1151 if (i != -1)
1374 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);
1375 1153
1376 return 0; 1154 return 0;
1377 } 1155 }
1156
1378 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1380 */ 1159 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 1161 }
1383 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1384 { 1163 {
1385 /* this is only used for players */ 1164 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1387 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
1388 if (shop_mat->msg) 1174 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1390 /* 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,
1391 * 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
1392 * actually the shop floor. 1178 * actually the shop floor.
1393 */ 1179 */
1394 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1395 { 1181 {
1396 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1397 1183
1398 if (opinion > 0.9) 1184 op->statusmsg (
1399 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."
1400 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1189 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1190 }
1407 } 1191 }
1408 else 1192 else
1409 { 1193 {
1410 /* 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
1411 * 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
1412 * they are not on the mat anymore 1196 * they are not on the mat anymore
1413 */ 1197 */
1414 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);
1415 1199
1416 if (i == -1) 1200 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1202 else
1421 { 1203 {
1422 op->remove (); 1204 op->remove ();
1423 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1434 * Handles applying a sign. 1216 * Handles applying a sign.
1435 */ 1217 */
1436static void 1218static void
1437apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1438{ 1220{
1439 readable_message_type *msgType; 1221 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 1222 return;
1441 1223
1442 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1443 { 1225 {
1444 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));
1445 return; 1227 return;
1446 } 1228 }
1447 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
1448 if (sign->stats.food) 1239 if (sign->stats.food)
1449 { 1240 {
1450 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1451 { 1242 {
1452 if (!sign->move_on) 1243 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1454 return; 1246 return;
1455 } 1247 }
1456 1248
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1250 sign->last_eat++;
1463 * 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
1464 * to us). 1256 * to us).
1465 */ 1257 */
1466 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)
1467 { 1259 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1469 return; 1261 return;
1470 } 1262 }
1471 msgType = get_readable_message_type (sign); 1263
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1474} 1306}
1475 1307
1476/** 1308/**
1477 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1492 return; 1324 return;
1493 1325
1494 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1495 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1496 */ 1328 */
1497 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1498 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1502 */ 1334 */
1503 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1504 { 1336 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1339 return;
1508 } 1340 }
1341
1509 recursion_depth++; 1342 recursion_depth++;
1510 if (trap->head) 1343 if (trap->head)
1511 trap = trap->head; 1344 trap = trap->head;
1512 1345
1513 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)))
1514 goto leave;
1515
1516 switch (trap->type) 1347 switch (trap->type)
1517 { 1348 {
1518 case PLAYERMOVER: 1349 case PLAYERMOVER:
1519 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:
1520 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1521 if (!trap->stats.maxsp) 1423 if (!trap->value)
1522 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1523 1426
1524 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1525 * 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
1526 */ 1442 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1528 1444
1529 /* 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)
1530 * above with some objects have zero speed, and thus the player 1446 {
1531 * 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 }
1532 */ 1456 }
1533 if (victim->speed_left < -50.0) 1457 break;
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1458 }
1537 goto leave;
1538 1459
1539 case SPINNER: 1460 case CONVERTER:
1540 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 { 1462 {
1592 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1593 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 } 1465 }
1604 1466
1605 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))
1606 { 1489 {
1607 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1608 * ab->above would be bogus 1491 * players output.
1609 */ 1492 */
1610 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1611 1495
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1613 { 1497 victim->enter_exit (trap);
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 } 1498 }
1623 goto leave; 1499 break;
1624 }
1625 1500
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER: 1501 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1688 goto leave; 1503 break;
1689 1504
1690 case SHOP_MAT: 1505 case SHOP_MAT:
1691 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1692 goto leave; 1507 break;
1693 1508
1694 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1697 goto leave; 1512 break;
1698 1513
1699 case SIGN: 1514 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1702 1517
1703 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1704 goto leave; 1519 break;
1705 1520
1706 case CONTAINER: 1521 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1711 goto leave; 1523 break;
1712 1524
1713 case RUNE: 1525 case RUNE:
1714 case TRAP: 1526 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1718 } 1529 break;
1719 goto leave;
1720 1530
1721 default: 1531 default:
1722 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 "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1534 break;
1725 } 1535 }
1726 1536
1727leave:
1728 recursion_depth--; 1537 recursion_depth--;
1729} 1538}
1730 1539
1731/** 1540/**
1732 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1737 int lev_diff; 1546 int lev_diff;
1738 object *skill_ob; 1547 object *skill_ob;
1739 1548
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1550 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1743 return; 1552 return;
1744 } 1553 }
1554
1745 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1746 { 1556 {
1747 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));
1748 return; 1558 return;
1749 } 1559 }
1750 1560
1751 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1563 if (!skill_ob)
1754 { 1564 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1566 return;
1757 } 1567 }
1568
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1571 {
1761 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1762 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."
1763 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 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."
1765 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return; 1578 return;
1774 } 1579 }
1775 1580
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1582
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1779 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1781 1586
1782 /* gain xp from reading */ 1587 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1589 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1591
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1593 {
1789 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */ 1596
1792 if (tmp->env) 1597 if (object *pl = tmp->visible_to ())
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 } 1599 }
1600
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 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 */
1799 } 1603 }
1800} 1604}
1801 1605
1802/** 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/**
1803 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * 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
1805 */ 1662 */
1806static void 1663static void
1807apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1808{ 1665{
1809 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1810 { 1667 {
1811 case 0: 1668 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1813 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)));
1814 return; 1671 break;
1815 1672
1816 case 1: 1673 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 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));
1819 return; 1677 break;
1820 1678
1821 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1822 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)));
1823 decrease_ob (tmp);
1824 return; 1683 break;
1825 } 1684 }
1826} 1685}
1827 1686
1828/** 1687/**
1829 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1849 return; 1708 return;
1850 } 1709 }
1851 return; 1710 return;
1852 } 1711 }
1853 1712
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1855 tmp = spell->clone (); 1715 tmp = spell->clone ();
1856 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1857 1717
1858 if (special_prayer) 1718 if (special_prayer)
1859 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1878 { 1738 {
1879 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1880 return; 1740 return;
1881 } 1741 }
1882 1742
1883 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));
1884 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1885 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1886 spob->destroy (); 1746 spob->destroy ();
1887} 1747}
1888 1748
1896{ 1756{
1897 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1898 1758
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 { 1760 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1902 return; 1762 return;
1903 } 1763 }
1904 1764
1905 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1906 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1907 * legacy spellbooks 1767 * legacy spellbooks
1908 */ 1768 */
1909
1910 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1911 { 1770 {
1912 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1913 if (!spell) 1773 if (!spell)
1914 { 1774 {
1915 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));
1916 return; 1776 return;
1917 } 1777 }
1918 else 1778 else
1919 insert_ob_in_ob (spell, tmp); 1779 insert_ob_in_ob (spell, tmp);
1780
1920 tmp->slaying = NULL; 1781 tmp->slaying = 0;
1921 } 1782 }
1922 1783
1923 skop = find_skill_by_name (op, tmp->skill); 1784 skop = find_skill_by_name (op, tmp->skill);
1924 1785
1925 /* 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
1926 * lower than the spell will make learning the spell more difficult */ 1787 * lower than the spell will make learning the spell more difficult */
1927 if (!skop) 1788 if (!skop)
1928 { 1789 {
1929 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1790 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1930 return; 1791 return;
1931 } 1792 }
1932 1793
1933 spell = tmp->inv; 1794 spell = tmp->inv;
1934 1795
1935 if (!spell) 1796 if (!spell)
1936 { 1797 {
1937 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);
1938 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1939 return; 1800 return;
1940 } 1801 }
1941 1802
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1943 { 1805 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 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));
1945 return; 1808 return;
1946 } 1809 }
1947 1810
1948 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));
1949 1812
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 {
1952 identify (tmp); 1814 identify (tmp);
1953 if (tmp->env)
1954 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955 else
1956 op->contr->socket.update_look = 1;
1957 }
1958 1815
1959 /* 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
1960 * 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
1961 * 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
1962 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1963 */ 1820 */
1964 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1965 { 1822 {
1966 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\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");
1967 return; 1824 return;
1968 } 1825 }
1969 1826
1970 if (spell->skill) 1827 if (spell->skill)
1971 { 1828 {
1972 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1973 1830
1974 if (!spell_skill) 1831 if (!spell_skill)
1975 { 1832 {
1976 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));
1977 return; 1834 return;
1978 } 1835 }
1979 1836
1980 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1981 { 1838 {
1982 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));
1983 return; 1840 return;
1984 } 1841 }
1985 } 1842 }
1986 1843
1987 /* Logic as follows 1844 /* Logic as follows
1996 * 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
1997 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1998 */ 1855 */
1999 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2000 { 1857 {
2001 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!");
2002 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));
2003 } 1860 }
2004 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2005 (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])
2006 { 1863 {
2007 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2008 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2009 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2010 1866
2011 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2012 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2013 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);
2014 } 1870 }
2015 else 1871 else
2016 { 1872 {
2017 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
2018 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the 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");
2019 } 1875 }
2020 decrease_ob (tmp); 1876
1877 tmp->decrease ();
2021} 1878}
2022 1879
2023/** 1880/**
2024 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2025 */ 1882 */
2028{ 1885{
2029 object *skop; 1886 object *skop;
2030 1887
2031 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2032 { 1889 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
2034 return; 1891 return;
2035 } 1892 }
2036 1893
2037 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2038 { 1895 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2040 return; 1897 return;
2041 } 1898 }
2042 1899
2043 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
2044 { 1901 {
2050 */ 1907 */
2051 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2052 1909
2053 if (!skop) 1910 if (!skop)
2054 { 1911 {
2055 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2056 return; 1913 return;
2057 } 1914 }
2058 1915
2059 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2060 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2061 } 1918 }
2062 1919
2063 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2064 identify (tmp); 1921 identify (tmp);
2065 1922
2066 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));
2067
2068 1924
2069 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2070 decrease_ob (tmp); 1926 tmp->decrease ();
2071} 1927}
2072 1928
2073/** 1929/**
2074 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
2075 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
2076 * chest. 1932 * chest.
2077 */ 1933 */
2078static void 1934static void
2079apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2080{ 1936{
2081 object *treas;
2082
2083
2084 /* 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
2085 * 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
2086 * 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
2087 * 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
2088 * treasure 1941 * treasure
2089 */ 1942 */
2090
2091 treas = tmp->inv; 1943 object *treas = tmp->inv;
2092 if (treas == NULL) 1944
1945 if (!treas)
2093 { 1946 {
2094 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
2095 decrease_ob (tmp); 1948 tmp->decrease ();
2096 return; 1949 return;
2097 } 1950 }
1951
2098 while (tmp->inv) 1952 while (tmp->inv)
2099 { 1953 {
2100 treas = tmp->inv; 1954 treas = tmp->inv;
2101
2102 treas->remove (); 1955 treas->remove ();
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2104 1956
2105 treas->x = op->x; 1957 treas->x = op->x;
2106 treas->y = op->y; 1958 treas->y = op->y;
2107 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);
2108 1960
2109 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))
2110 spring_trap (treas, op); 1962 spring_trap (treas, op);
2111 1963
2112 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2113 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2114 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2115 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2116 */ 1968 */
2117 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
2118 break; 1970 break;
2119 } 1971 }
2120 1972
2121 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
2122 decrease_ob (tmp); 1974 tmp->decrease (true);
2123
2124}
2125
2126/**
2127 * op eats food.
2128 * If player, takes care of messages and dragon special food.
2129 */
2130static void
2131apply_food (object *op, object *tmp)
2132{
2133 int capacity_remaining;
2134
2135 if (op->type != PLAYER)
2136 op->stats.hp = op->stats.maxhp;
2137 else
2138 {
2139 /* check if this is a dragon (player), eating some flesh */
2140 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2141 ;
2142 else
2143 {
2144 /* usual case - no dragon meal: */
2145 if (op->stats.food + tmp->stats.food > 999)
2146 {
2147 if (tmp->type == FOOD || tmp->type == FLESH)
2148 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2149 else
2150 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2151 }
2152
2153 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2154 {
2155 char buf[MAX_BUF];
2156
2157 if (!is_dragon_pl (op))
2158 {
2159 /* eating message for normal players */
2160 if (tmp->type == DRINK)
2161 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2162 else
2163 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2164 }
2165 else
2166 {
2167 /* eating message for dragon players */
2168 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2169 }
2170
2171 new_draw_info (NDI_UNIQUE, 0, op, buf);
2172 capacity_remaining = 999 - op->stats.food;
2173 op->stats.food += tmp->stats.food;
2174 if (capacity_remaining < tmp->stats.food)
2175 op->stats.hp += capacity_remaining / 50;
2176 else
2177 op->stats.hp += tmp->stats.food / 50;
2178 if (op->stats.hp > op->stats.maxhp)
2179 op->stats.hp = op->stats.maxhp;
2180 if (op->stats.food > 999)
2181 op->stats.food = 999;
2182 }
2183
2184 /* special food hack -b.t. */
2185 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2186 eat_special_food (op, tmp);
2187 }
2188 }
2189 handle_apply_yield (tmp);
2190 decrease_ob (tmp);
2191} 1975}
2192 1976
2193/** 1977/**
2194 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2195 * 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.
2198 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2199 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2200 * return: 1984 * return:
2201 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2202 */ 1986 */
2203int 1987static int
2204dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2205{ 1989{
2206 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2207 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2208 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2209 1993
2210 char buf[MAX_BUF]; /* tmp. string buffer */
2211 double chance; /* improvement-chance of one resistance type */ 1994 double chance; /* improvement-chance of one resistance type */
2212 double totalchance = 1; /* total chance of gaining one resistance */ 1995 double totalchance = 1; /* total chance of gaining one resistance */
2213 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2214 double mbonus = 0; /* monster bonus */ 1997 double mbonus = 0; /* monster bonus */
2215 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2216 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2217 int i; /* index */ 2000 int i; /* index */
2218 2001
2219 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2220 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2221 return 0; 2004 return 0;
2222 2005
2223 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224 from the player's inventory */ 2007 from the player's inventory */
2225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2226 {
2227 if (tmp->type == FORCE) 2009 if (tmp->type == FORCE)
2228 { 2010 if (tmp->arch->archname == shstr_dragon_skin_force)
2229 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2230 skin = tmp; 2011 skin = tmp;
2231 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2012 else if (tmp->arch->archname == shstr_dragon_ability_force)
2232 abil = tmp; 2013 abil = tmp;
2233 }
2234 }
2235 2014
2236 /* if either skin or ability are missing, this is an old player 2015 /* if either skin or ability are missing, this is an old player
2237 which is not to be considered a dragon -> bail out */ 2016 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL) 2017 if (skin == NULL || abil == NULL)
2239 return 0; 2018 return 0;
2241 /* now start by filling stomache and health, according to food-value */ 2020 /* now start by filling stomache and health, according to food-value */
2242 if ((999 - op->stats.food) < meal->stats.food) 2021 if ((999 - op->stats.food) < meal->stats.food)
2243 op->stats.hp += (999 - op->stats.food) / 50; 2022 op->stats.hp += (999 - op->stats.food) / 50;
2244 else 2023 else
2245 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2025
2246 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2247 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2248 2028
2249 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2250 2030
2251 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2252 2032
2253 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2254 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2264 2044
2265 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2266 flesh is too rare */ 2046 flesh is too rare */
2267 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2268 2048
2269 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2270 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2271 2051
2272 if (chance >= 0.) 2052 if (chance >= 0.)
2273 chance += 1.; 2053 chance += 1.;
2274 else 2054 else
2275 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2276 2056
2277 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2278 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2279 2059
2280 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2283 2063
2284 /* 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!) */
2285 if (RANDOM () % 10000 < (int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2286 { 2066 {
2287 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2288 winners++; 2068 winners++;
2289 } 2069 }
2290 2070
2295 } 2075 }
2296 } 2076 }
2297 2077
2298 /* inverse totalchance as until now we have the failure-chance */ 2078 /* inverse totalchance as until now we have the failure-chance */
2299 totalchance = 100 - totalchance * 100; 2079 totalchance = 100 - totalchance * 100;
2080
2300 /* print message according to totalchance */ 2081 /* print message according to totalchance */
2082 const char *buf;
2301 if (totalchance > 50.) 2083 if (totalchance > 50.)
2302 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2303 else if (totalchance > 10.) 2085 else if (totalchance > 10.)
2304 sprintf (buf, "The %s tasted very good.", &meal->name); 2086 buf = format ("The %s tasted very good.", &meal->name);
2305 else if (totalchance > 1.) 2087 else if (totalchance > 1.)
2306 sprintf (buf, "The %s tasted good.", &meal->name); 2088 buf = format ("The %s tasted good.", &meal->name);
2307 else if (totalchance > 0.1) 2089 else if (totalchance > 0.1)
2308 sprintf (buf, "The %s tasted bland.", &meal->name); 2090 buf = format ("The %s tasted bland.", &meal->name);
2309 else if (totalchance >= 0.01) 2091 else if (totalchance >= 0.01)
2310 sprintf (buf, "The %s had a boring taste.", &meal->name); 2092 buf = format ("The %s had a boring taste.", &meal->name);
2311 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))
2312 sprintf (buf, "The %s tasted strange.", &meal->name); 2094 buf = format ("The %s tasted strange.", &meal->name);
2313 else 2095 else
2314 sprintf (buf, "The %s had no taste.", &meal->name); 2096 buf = format ("The %s had no taste.", &meal->name);
2315 new_draw_info (NDI_UNIQUE, 0, op, buf); 2097
2098 op->statusmsg (buf);
2316 2099
2317 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2318 i = -1; 2101 i = -1;
2319 if (winners > 0) 2102 if (winners > 0)
2320 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2321 2104
2322 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323 { 2106 {
2324 /* resistance increased! */ 2107 /* resistance increased! */
2325 skin->resist[i]++; 2108 skin->resist[i]++;
2326 fix_player (op); 2109 op->update_stats ();
2327 2110
2328 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]));
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 } 2112 }
2331 2113
2332 /* if this flesh contains a new ability focus, we mark it 2114 /* if this flesh contains a new ability focus, we mark it
2333 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 */
2334 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)
2335 { 2117 {
2336 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> */
2337 2119
2338 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
2339 { 2126 ));
2340 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2343 new_draw_info (NDI_UNIQUE, 0, op, buf);
2344 }
2345 else 2127 else
2346 { 2128 {
2347 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]));
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 abil->last_eat = 0; 2130 abil->last_eat = 0;
2350 } 2131 }
2351 } 2132 }
2133
2352 return 1; 2134 return 1;
2353} 2135}
2354 2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2355static void 2141static void
2356apply_savebed (object *pl) 2142apply_food (object *op, object *tmp)
2357{ 2143{
2358#ifndef COZY_SERVER 2144 int capacity_remaining;
2359 if (!pl->contr->name_changed || !pl->stats.exp) 2145
2360 { 2146 if (op->type != PLAYER)
2361 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2147 op->stats.hp = op->stats.maxhp;
2362 return; 2148 else
2363 } 2149 {
2364#endif 2150 /* check if this is a dragon (player), eating some flesh */
2365 INVOKE_PLAYER (LOGOUT, pl->contr); 2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2366 /* Need to call terminate_all_pets() before we remove the player ob */ 2152 ;
2367 terminate_all_pets (pl); 2153 else
2368 pl->remove (); 2154 {
2369 pl->direction = 0; 2155 /* usual case - no dragon meal: */
2370 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 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 }
2371 2163
2372 /* update respawn position */ 2164 tmp->play_sound (
2373 strcpy (pl->contr->savebed_map, pl->map->path); 2165 tmp->sound
2374 pl->contr->bed_x = pl->x; 2166 ? tmp->sound
2375 pl->contr->bed_y = pl->y; 2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2376 2171
2377 strcpy (pl->contr->killer, "left"); 2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2378 check_score (pl); /* Always check score */ 2173 {
2379 (void) save_player (pl, 0); 2174 const char *buf;
2380 pl->map->players--; 2175
2381#if MAP_MAXTIMEOUT 2176 if (!op->is_dragon ())
2382 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2177 {
2383#endif 2178 /* eating message for normal players */
2384 play_again (pl); 2179 if (tmp->type == DRINK)
2385 pl->speed = 0; 2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2386 update_ob_speed (pl); 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 ();
2387} 2211}
2388 2212
2389/** 2213/**
2390 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2391 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2393static void 2217static void
2394apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2395{ 2219{
2396 object *armor; 2220 object *armor;
2397 2221
2398 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & 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))
2399 { 2223 {
2400 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2401 return; 2225 return;
2402 } 2226 }
2227
2403 armor = find_marked_object (op); 2228 armor = find_marked_object (op);
2229
2404 if (!armor) 2230 if (!armor)
2405 { 2231 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2407 return; 2233 return;
2408 } 2234 }
2235
2409 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2410 && armor->type != CLOAK 2237 && armor->type != CLOAK
2411 && 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)
2412 { 2239 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2414 return; 2241 return;
2415 } 2242 }
2416 2243
2417 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2418 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2419} 2246}
2420 2247
2421 2248void
2422extern void
2423apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2424{ 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
2425 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2426 { 2257 {
2427 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2428 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2429 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2430 } 2261 }
2262
2431 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2432 { 2264 {
2433 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);
2434 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2435 } 2267 }
2268
2436 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2437 handle_apply_yield (tmp); 2270 poison->destroy ();
2438 decrease_ob (tmp);
2439} 2271}
2440 2272
2441/** 2273/**
2442 * This fonction 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.
2443 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2444 * -You can come back (there is another exit at the other side) 2276 * -You can come back (there is another exit at the other side)
2445 * -You are 2277 * -You are
2446 * ° the owner of the exit 2278 * ° the owner of the exit
2447 * ° or in the same party as the owner 2279 * ° or in the same party as the owner
2448 * 2280 *
2449 * 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
2450 * 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
2451 * 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).
2452 */ 2284 */
2453int 2285static int
2454is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2455{ 2287{
2456 object *tmp;
2457 object *exit_owner;
2458 player *pp;
2459 maptile *exitmap;
2460
2461 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2462 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 */
2290
2291#if 0 //TODO
2463 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2465 /* To know if an exit has a correspondant, we look at 2294#endif
2466 * all the exits in destination and try to find one with same path as 2295
2467 * the current exit's position */ 2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2468 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2297
2469 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2470 else 2299
2471 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472 if (exitmap) 2300 if (exitmap)
2473 { 2301 {
2302 exitmap->load_sync ();
2303
2474 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2304 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2305
2475 if (!tmp) 2306 if (!tmp)
2476 return 0; 2307 return 0;
2477 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2308
2309 for (; tmp; tmp = tmp->above)
2478 { 2310 {
2479 if (tmp->type != EXIT) 2311 if (tmp->type != EXIT)
2480 continue; /*Not an exit */ 2312 continue; /*Not an exit */
2313
2481 if (!EXIT_PATH (tmp)) 2314 if (!EXIT_PATH (tmp))
2482 continue; /*Not a valid exit */ 2315 continue; /*Not a valid exit */
2316
2483 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2317 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484 continue; /*Not in the same place */ 2318 continue; /*Not in the same place */
2319
2485 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2320 if (exit->map->path != EXIT_PATH (tmp))
2486 continue; /*Not in the same map */ 2321 continue; /*Not in the same map */
2487 2322
2488 /* From here we have found the exit is valid. However we do 2323 /* From here we have found the exit is valid. However we do
2489 * here the check of the exit owner. It is important for the 2324 * here the check of the exit owner. It is important for the
2490 * town portals to prevent strangers from visiting your appartments 2325 * town portals to prevent strangers from visiting your appartments
2491 */ 2326 */
2492 if (!exit->race) 2327 if (!exit->race)
2493 return 1; /*No owner, free for all! */ 2328 return 1; /*No owner, free for all! */
2329
2494 exit_owner = NULL; 2330 object *exit_owner = 0;
2495 for (pp = first_player; pp; pp = pp->next) 2331
2332 for_all_players (pp)
2496 { 2333 {
2497 if (!pp->ob) 2334 if (!pp->ob)
2498 continue; 2335 continue;
2336
2499 if (pp->ob->name != exit->race) 2337 if (pp->ob->name != exit->race)
2500 continue; 2338 continue;
2339
2501 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2340 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502 break; 2341 break;
2503 } 2342 }
2343
2504 if (!exit_owner) 2344 if (!exit_owner)
2505 return 0; /* No more owner */ 2345 return 0; /* No more owner */
2346
2506 if (exit_owner->contr == op->contr) 2347 if (exit_owner->contr == op->contr)
2507 return 1; /*It is your exit */ 2348 return 1; /*It is your exit */
2349
2508 if (exit_owner && /*There is a owner */ 2350 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2351 (op->contr) && /*A player tries to pass */
2510 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2352 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2353 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2354 return 0;
2355
2513 return 1; 2356 return 1;
2514 } 2357 }
2515 } 2358 }
2359
2516 return 0; 2360 return 0;
2517} 2361}
2518 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 ();
2708}
2519 2709
2520/** 2710/**
2521 * Main apply handler. 2711 * Main apply handler.
2522 * 2712 *
2523 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2525 * Return value: 2715 * Return value:
2526 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2527 * 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
2528 * 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
2529 * 2719 *
2530 * 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
2531 * being applied. 2721 * being applied.
2532 * 2722 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2535 */ 2725 */
2536
2537int 2726int
2538manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2539{ 2728{
2540 if (tmp->head) 2729 op = op->head_ ();
2541 tmp = tmp->head;
2542 2730
2543 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2544 { 2732 {
2545 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2546 { 2734 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2548 return 1; 2737 return 1;
2549 } 2738 }
2550 else 2739 else
2551 {
2552 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2553 }
2554 } 2741 }
2555 2742
2556 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2557 return RESULT_INT (0); 2744 return RESULT_INT (0);
2558 2745
2559 switch (tmp->type) 2746 switch (op->type)
2560 { 2747 {
2561
2562 case CF_HANDLE: 2748 case T_HANDLE:
2563 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2564 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2565 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2566 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2567 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2568 push_button (tmp); 2754 push_button (op, who);
2569 return 1; 2755 return 1;
2570 2756
2571 case TRIGGER: 2757 case TRIGGER:
2572 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2573 { 2759 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2575 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2576 } 2762 }
2577 else 2763 else
2578 { 2764 who->failmsg ("The handle doesn't move.");
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2765
2580 }
2581 return 1; 2766 return 1;
2582 2767
2583 case EXIT: 2768 case EXIT:
2584 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2585 return 0; 2770 return 0;
2771
2586 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2587 { 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)));
2588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589 }
2590 else 2774 else
2591 { 2775 {
2592 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2593 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2594 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2595 enter_exit (op, tmp); 2780 who->enter_exit (op);
2596 } 2781 }
2782
2597 return 1; 2783 return 1;
2598 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
2599 case SIGN: 2790 case SIGN:
2600 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2601 return 1; 2792 return 1;
2602 2793
2603 case BOOK: 2794 case BOOK:
2604 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2605 { 2796 {
2606 apply_book (op, tmp); 2797 apply_book (who, op);
2607 return 1; 2798 return 1;
2608 } 2799 }
2609 else 2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2610 { 2805 {
2611 return 0;
2612 }
2613
2614 case SKILLSCROLL:
2615 if (op->type == PLAYER)
2616 {
2617 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2618 return 1;
2619 }
2620 return 0;
2621
2622 case SPELLBOOK:
2623 if (op->type == PLAYER)
2624 {
2625 apply_spellbook (op, tmp);
2626 return 1;
2627 }
2628 return 0;
2629
2630 case SCROLL:
2631 apply_scroll (op, tmp, 0);
2632 return 1;
2633
2634 case POTION:
2635 (void) apply_potion (op, tmp);
2636 return 1;
2637
2638 /* Eneq(@csd.uu.se): Handle apply on containers. */
2639 case CLOSE_CON:
2640 if (op->type == PLAYER)
2641 (void) esrv_apply_container (op, tmp->env);
2642 else
2643 (void) apply_container (op, tmp->env);
2644 return 1;
2645
2646 case CONTAINER:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp);
2649 else
2650 (void) apply_container (op, tmp);
2651 return 1;
2652
2653 case TREASURE:
2654 if (op->type == PLAYER)
2655 {
2656 apply_treasure (op, tmp);
2657 return 1; 2807 return 1;
2658 } 2808 }
2659 else 2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2660 { 2814 {
2815 apply_spellbook (who, op);
2661 return 0; 2816 return 1;
2662 } 2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2663 2852
2664 case WEAPON: 2853 case WEAPON:
2665 case ARMOUR: 2854 case ARMOUR:
2666 case BOOTS: 2855 case BOOTS:
2667 case GLOVES: 2856 case GLOVES:
2675 case WAND: 2864 case WAND:
2676 case ROD: 2865 case ROD:
2677 case HORN: 2866 case HORN:
2678 case SKILL: 2867 case SKILL:
2679 case BOW: 2868 case BOW:
2680 case LAMP:
2681 case BUILDER: 2869 case BUILDER:
2682 case SKILL_TOOL: 2870 case SKILL_TOOL:
2683 if (tmp->env != op) 2871 if (op->env != who)
2684 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2873
2685 (void) apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2686 return 1; 2875 return 1;
2687 2876
2688 case DRINK: 2877 case DRINK:
2689 case FOOD: 2878 case FOOD:
2690 case FLESH: 2879 case FLESH:
2691 apply_food (op, tmp); 2880 apply_food (who, op);
2692 return 1; 2881 return 1;
2693 2882
2694 case POISON: 2883 case POISON:
2695 apply_poison (op, tmp); 2884 apply_poison (who, op);
2696 return 1; 2885 return 1;
2697 2886
2698 case SAVEBED: 2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2699 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2700 { 2892 {
2701 apply_savebed (op); 2893 apply_armour_improver (who, op);
2702 return 1; 2894 return 1;
2703 } 2895 }
2704 else 2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2705 { 2905 {
2706 return 0; 2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2707 } 2915 ));
2708
2709 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER)
2711 {
2712 apply_armour_improver (op, tmp);
2713 return 1; 2916 return 1;
2714 } 2917 }
2715 else 2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2716 { 2923 {
2717 return 0; 2924 shop_listing (op, who);
2718 }
2719
2720 case WEAPON_IMPROVER:
2721 (void) check_improve_weapon (op, tmp);
2722 return 1;
2723
2724 case CLOCK:
2725 if (op->type == PLAYER)
2726 {
2727 char buf[MAX_BUF];
2728 timeofday_t tod;
2729
2730 get_tod (&tod);
2731 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2732 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2733 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2734 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2735 new_draw_info (NDI_UNIQUE, 0, op, buf);
2736 return 1; 2925 return 1;
2737 } 2926 }
2738 else 2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2739 { 2936 {
2740 return 0; 2937 apply_lighter (who, op);
2741 }
2742
2743 case MENU:
2744 if (op->type == PLAYER)
2745 {
2746 shop_listing (op);
2747 return 1; 2938 return 1;
2748 } 2939 }
2749 else 2940 else
2750 {
2751 return 0; 2941 return 0;
2752 }
2753
2754 case POWER_CRYSTAL:
2755 apply_power_crystal (op, tmp); /* see egoitem.c */
2756 return 1;
2757
2758 case LIGHTER: /* for lighting torches/lanterns/etc */
2759 if (op->type == PLAYER)
2760 {
2761 apply_lighter (op, tmp);
2762 return 1;
2763 }
2764 else
2765 {
2766 return 0;
2767 }
2768 2942
2769 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2770 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2771 return 1; 2945 return 1;
2772 2946
2773 default: 2947 default:
2774 return 0; 2948 return 0;
2775 } 2949 }
2776} 2950}
2777
2778 2951
2779/* 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"
2780 * 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
2781 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2782 * 2955 *
2783 * Same return value as apply() function. 2956 * Same return value as apply() function.
2784 */ 2957 */
2785int 2958int
2786player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2787{ 2960{
2788 int tmp;
2789
2790 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2791 { 2962 {
2792 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2793 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2794 { 2965 {
2795 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2796 return 0; 2969 return 0;
2797 } 2970 }
2798 } 2971 }
2799 2972
2800 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801 * applied.
2802 */
2803 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804 {
2805 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2807 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2808 op->destroy ();
2809 return 1;
2810 }
2811
2812 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2813 pl->contr->last_used_id = op->count;
2814 2974
2815 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2816 if (!quiet) 2977 if (!quiet)
2817 { 2978 {
2818 if (tmp == 0) 2979 if (tmp == 0)
2819 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)));
2820 else if (tmp == 2) 2981 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2822 } 2983 }
2984
2823 return tmp; 2985 return tmp;
2824} 2986}
2825 2987
2826/** 2988/**
2827 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2828 * If the player has an open container, we use that for below, otherwise 2990 * If the player has an open container, we use that for below, otherwise
2829 * we use the ground. 2991 * we use the ground.
2830 */ 2992 */
2831
2832void 2993void
2833player_apply_below (object *pl) 2994player_apply_below (object *pl)
2834{ 2995{
2835 object *tmp, *next;
2836 int floors; 2996 int floors = 0;
2837 2997
2838 /* If using a container, set the starting item to be the top 2998 /* If using a container, set the starting item to be the top
2839 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2840 */
2841 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842
2843 /* This is perhaps more complicated. However, I want to make sure that 3000 * This is perhaps more complicated. However, I want to make sure that
2844 * 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
2845 * 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
2846 * 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
2847 * not return a proper value. 3004 * not return a proper value.
2848 */ 3005 */
2849 for (floors = 0; tmp != NULL; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2850 { 3007 {
2851 next = tmp->below; 3008 next = tmp->below;
3009
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++; 3011 floors++;
2854 else if (floors > 0) 3012 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2856 3014
2858 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2859 * 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
2860 * the item needs. 3018 * the item needs.
2861 */ 3019 */
2862 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2863 {
2864 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2865 return; 3022 return;
2866 } 3023
2867 if (floors >= 2) 3024 if (floors >= 2)
2868 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2869 } 3026 }
2870} 3027}
2871 3028
2876 * to keep the size of apply_special to a more managable size. 3033 * to keep the size of apply_special to a more managable size.
2877 */ 3034 */
2878static int 3035static int
2879unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2880{ 3037{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0); 3040 return RESULT_INT (0);
2883 3041
2884 object *tmp2;
2885
2886 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2887 switch (op->type) 3044 switch (op->type)
2888 { 3045 {
3046 case SKILL_TOOL:
3047 // unapplying a skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051 if (tmp->skill == op->skill
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0);
3056
3057 change_abil (who, op);
3058 break;
3059
2889 case WEAPON: 3060 case WEAPON:
2890 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3061 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
2891 3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
2892 (void) change_abil (who, op); 3070 change_abil (who, op);
2893 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2894 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2895 clear_skill (who);
2896 break; 3072 break;
2897 3073
2898 case SKILL: /* allows objects to impart skills */
2899 case SKILL_TOOL: 3074 case SKILL:
2900 if (op != who->chosen_skill) 3075 if (who->contr)
2901 { 3076 {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2903 } 3086 }
2904 if (who->type == PLAYER) 3087
2905 {
2906 if (who->contr->shoottype == range_skill)
2907 who->contr->shoottype = range_none;
2908 if (!op->invisible)
2909 {
2910 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911 }
2912 else
2913 {
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 }
2916 }
2917 (void) change_abil (who, op); 3088 change_abil (who, op);
2918 who->chosen_skill = NULL;
2919 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2920 break; 3090 break;
2921 3091
2922 case ARMOUR: 3092 case ARMOUR:
2923 case HELMET: 3093 case HELMET:
2927 case GLOVES: 3097 case GLOVES:
2928 case AMULET: 3098 case AMULET:
2929 case GIRDLE: 3099 case GIRDLE:
2930 case BRACERS: 3100 case BRACERS:
2931 case CLOAK: 3101 case CLOAK:
2932 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2933 (void) change_abil (who, op); 3103 change_abil (who, op);
2934 break; 3104 break;
2935 case LAMP:
2936 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2937 tmp2 = arch_to_object (op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2945 3105
2946 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2947 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2948
2949 if (who->type == PLAYER)
2950 esrv_del_item (who->contr, op->count);
2951
2952 op->destroy ();
2953 insert_ob_in_ob (tmp2, who);
2954 fix_player (who);
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 {
2957 if (who->type == PLAYER)
2958 {
2959 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2960 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2961 }
2962 }
2963 if (who->type == PLAYER)
2964 esrv_send_item (who, tmp2);
2965 return 1; /* otherwise, an attempt to drop causes problems */
2966 break;
2967 case BOW: 3106 case BOW:
2968 case WAND: 3107 case WAND:
2969 case ROD: 3108 case ROD:
2970 case HORN: 3109 case HORN:
2971 clear_skill (who); 3110 if (player *pl = who->contr)
2972 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2973 if (who->type == PLAYER)
2974 { 3111 {
2975 who->contr->shoottype = range_none; 3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2976 } 3119 }
2977 else 3120 else
2978 { 3121 {
3122 who->change_skill (0);
3123
2979 if (op->type == BOW) 3124 if (op->type == BOW)
2980 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2981 else 3126 else
2982 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2983 } 3128 }
3129
2984 break; 3130 break;
2985 3131
2986 case BUILDER: 3132 case BUILDER:
2987 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3133 if (who->contr)
2988 who->contr->shoottype = range_none; 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2989 who->contr->ranges[range_builder] = NULL;
2990 break; 3135 break;
2991 3136
2992 default: 3137 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2994 break; 3139 break;
2995 } 3140 }
2996 3141
2997 fix_player (who); 3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2998 3143 if (object *pl = op->visible_to ())
2999 if (!(aflags & AP_NO_MERGE))
3000 {
3001 object *tmp;
3002
3003 tmp = merge_ob (op, NULL);
3004 if (who->type == PLAYER)
3005 {
3006 if (tmp)
3007 { /* it was merged */
3008 esrv_del_item (who->contr, op->count);
3009 op = tmp;
3010 }
3011
3012 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
3013 } 3145
3014 } 3146 who->update_stats ();
3147
3015 return 0; 3148 return 0;
3016} 3149}
3017 3150
3018/** 3151/**
3019 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
3020 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
3021 * then go through the below of this. In this way, you can do 3154 * then go through the below of this. In this way, you can do
3022 * something like: 3155 * something like:
3023 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
3024 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3025 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
3026 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
3027 * loc is the index into the array we are looking for a match. 3160 * loc is the index into the array we are looking for a match.
3028 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
3029 * invisible other objects that use 3162 * invisible other objects that use
3030 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
3031 */ 3164 */
3032object * 3165static object *
3033get_item_from_body_location (object *start, int loc) 3166get_next_item_from_body_location (int loc, object *start)
3034{ 3167{
3035 object *tmp;
3036
3037 if (!start)
3038 return NULL;
3039
3040 for (tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
3042 return tmp; 3172 return tmp;
3043 3173
3044 return NULL; 3174 return 0;
3045} 3175}
3046
3047
3048 3176
3049/** 3177/**
3050 * 'op' wants to apply an object, but can't because of other equipment. 3178 * 'op' wants to apply an object, but can't because of other equipment.
3051 * This should only be called when it is known 3179 * This should only be called when it is known
3052 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
3055 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
3056 * if aflags is AP_PRINT, we instead print out waht to unapply 3184 * if aflags is AP_PRINT, we instead print out waht to unapply
3057 * instead of doing it. This is a lot less code than having 3185 * instead of doing it. This is a lot less code than having
3058 * another function that does just that. 3186 * another function that does just that.
3059 */ 3187 */
3060int 3188
3189#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>"
3193
3194static int
3061unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3062{ 3196{
3063 int i; 3197 if (op->is_range ())
3064 object *tmp = NULL, *last;
3065
3066 /* If we are applying a shield or weapon, unapply any equipped shield
3067 * or weapons first - only allowed to use one weapon/shield at a time.
3068 */
3069 if (op->type == WEAPON || op->type == SHIELD)
3070 {
3071 for (tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 {
3073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3074 {
3075 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)))
3076 { 3201 {
3077 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
3078 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
3079 else 3204 else
3080 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3081 } 3206 }
3082 else 3207 else
3083 { 3208 {
3084 /* 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.
3085 * 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
3086 * at least generate the message. 3211 * at least generate the message.
3087 */ 3212 */
3088 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3089 return 1; 3214 return 1;
3090 }
3091
3092 } 3215 }
3093 }
3094 }
3095 3216
3096 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3097 { 3218 {
3098 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
3099 if (op->body_info[i]) 3220 if (op->slot[i].info)
3100 { 3221 {
3101 last = who->inv; 3222 object *last = who->inv;
3102 3223
3103 /* We do a while loop - may need to remove several items in order 3224 /* We do a while loop - may need to remove several items in order
3104 * to free up enough slots. 3225 * to free up enough slots.
3105 */ 3226 */
3106 while ((who->body_used[i] + op->body_info[i]) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3107 { 3228 {
3108 tmp = get_item_from_body_location (last, i); 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3109 if (!tmp) 3231 if (!tmp)
3110 { 3232 {
3111#if 0 3233#if 0
3112 /* Not a bug - we'll get this if the player has cursed items 3234 /* Not a bug - we'll get this if the player has cursed items
3113 * equipped. 3235 * equipped.
3114 */ 3236 */
3115 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3116#endif 3238#endif
3117 return 1; 3239 return 1;
3118 } 3240 }
3241
3119 /* 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 */
3120 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))))
3121 { 3244 {
3122 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
3123 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
3124 else 3247 else
3125 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
3126 } 3249 }
3127 else 3250 else
3128 { 3251 {
3129 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
3130 * 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,
3131 * 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
3132 * one cursed ring.) 3255 * one cursed ring.)
3133 */ 3256 */
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3135 } 3258 }
3259
3136 last = tmp->below; 3260 last = tmp->below;
3137 } 3261 }
3138 /* 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
3139 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
3140 */ 3264 */
3141 } /* if op is using this body location */ 3265 } /* if op is using this body location */
3142 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
3143 return 0; 3268 return 0;
3144} 3269}
3145 3270
3146/** 3271/**
3147 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
3148 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
3149 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
3150 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
3151 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3276 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3152 * is set, do we really are what the other flags may be?) 3277 * is set, do we really care what the other flags may be?)
3153 * 3278 *
3154 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
3155 * these return values. 3280 * these return values.
3156 */ 3281 */
3157int 3282int
3158can_apply_object (object *who, object *op) 3283can_apply_object (object *who, object *op)
3159{ 3284{
3160 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3161 return RESULT_INT (0); 3286 return RESULT_INT (0);
3162 3287
3163 int i, retval = 0; 3288 int retval = 0;
3164 object *tmp = NULL, *ws = NULL; 3289 object *tmp = 0, *ws = 0;
3165 3290
3166 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3167 * 2 weapons, but we don't want to let them do that. So if they are
3168 * trying to equip a weapon or shield, see if they already have one
3169 * in place and store that way.
3170 */
3171 if (op->type == WEAPON || op->type == SHIELD)
3172 { 3292 {
3173 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3293 if (op->slot[i].info)
3174 { 3294 {
3175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3295 /* Item uses more slots than we have */
3296 if (who->slot[i].info + op->slot [i].info < 0)
3176 { 3297 {
3177 retval = CAN_APPLY_UNAPPLY;
3178 ws = tmp;
3179 }
3180 }
3181 }
3182
3183
3184 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185 {
3186 if (op->body_info[i])
3187 {
3188 /* Item uses more slots than we have */
3189 if (FABS (op->body_info[i]) > who->body_info[i])
3190 {
3191 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
3192 * really needed. 3299 * really needed.
3193 */ 3300 */
3194 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
3195 } 3302 }
3196 else if ((who->body_used[i] + op->body_info[i]) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
3197 { 3304 {
3198 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
3199 * we have. 3306 * we have.
3200 */ 3307 */
3201 object *tmp1;
3202
3203 3308
3204 /* if we have an applied weapon/shield, and unapply it would free 3309 /* if we have an applied weapon/shield, and unapply it would free
3205 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
3206 * continue. We don't care about the logic below - if you have 3311 * apply unapply". We don't care about the logic below - if you have a
3207 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
3208 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
3209 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
3210 * may be two handed for example. 3315 * may be two handed for example.
3211 */ 3316 */
3212 if (ws) 3317 if (ws)
3213 { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3214 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3215 { 3319 {
3216 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
3217 continue; 3321 continue;
3218 } 3322 }
3219 }
3220 3323
3221 tmp1 = get_item_from_body_location (who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3222 if (!tmp1) 3325 if (!tmp1)
3223 { 3326 {
3224#if 0 3327#if 0
3225 /* This is sort of an error, but happens a lot when old players 3328 /* This is sort of an error, but happens a lot when old players
3226 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
3234 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3235 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3236 * to apply multiple objects 3339 * to apply multiple objects
3237 */ 3340 */
3238 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3239 if (!tmp) 3343 if (!tmp)
3240 tmp = tmp1; 3344 tmp = tmp1;
3241 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
3242 {
3243 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3244 } 3347
3245 /* This object isn't using up all the slots, so there must 3348 /* This object isn't using up all the slots, so there must
3246 * be another. If so, and it the new item doesn't need all 3349 * be another. If so, and it the new item doesn't need all
3247 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3248 */ 3351 */
3249 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353 && abs (op->slot[i].info) < who->slot[i].info)
3250 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3251 3355
3252 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3253 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3254 */ 3358 */
3255 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3359 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3257
3258 } 3361 }
3259 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3260 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3261 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3262 3365
3267 * and weapons all use the same slot. Similar for horn/rod/wand - they 3370 * and weapons all use the same slot. Similar for horn/rod/wand - they
3268 * all use the same location. 3371 * all use the same location.
3269 */ 3372 */
3270 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3271 retval |= CAN_APPLY_RESTRICTION; 3374 retval |= CAN_APPLY_RESTRICTION;
3375
3272 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3273 retval |= CAN_APPLY_RESTRICTION; 3377 retval |= CAN_APPLY_RESTRICTION;
3274 3378
3275
3276 if (who->type != PLAYER) 3379 if (who->type != PLAYER)
3277 { 3380 {
3278 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3279 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3280 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3281 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3386
3282 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3283 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3284 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3285 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3286 } 3392 }
3393
3287 return retval; 3394 return retval;
3288} 3395}
3289
3290
3291 3396
3292/** 3397/**
3293 * who is the object using the object. It can be a monster. 3398 * who is the object using the object. It can be a monster.
3294 * op is the object they are using. op is an equipment type item, 3399 * op is the object they are using. op is an equipment type item,
3295 * eg, one which you put on and keep on for a while, and not something 3400 * eg, one which you put on and keep on for a while, and not something
3304 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3305 * 3410 *
3306 * Optional flags: 3411 * Optional flags:
3307 * AP_NO_MERGE: don't merge an unapplied object with other objects 3412 * AP_NO_MERGE: don't merge an unapplied object with other objects
3308 * AP_IGNORE_CURSE: unapply cursed items 3413 * AP_IGNORE_CURSE: unapply cursed items
3414 * AP_NO_READY: do not ready skills when applying skill tools
3309 * 3415 *
3310 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3311 * 3417 *
3312 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3313 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3314int 3424int
3315apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3316{ 3426{
3317 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3318 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3319 int i;
3320 3429
3321 if (who == NULL) 3430 if (who == NULL)
3322 { 3431 {
3323 LOG (llevError, "apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3324 return 1; 3433 return 1;
3334 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3335 return 0; 3444 return 0;
3336 3445
3337 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)))
3338 { 3447 {
3339 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3340 return 1; 3449 return 1;
3341 } 3450 }
3451
3342 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3343 } 3453 }
3344
3345 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3346 return 0; 3455 return 0;
3347 3456
3348 i = can_apply_object (who, op); 3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op);
3349 3467
3350 /* 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 */
3351 if (i) 3469 if (int i = can_apply_object (who, op))
3352 { 3470 {
3353 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3354 { 3472 {
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3356 return 1; 3474 return 1;
3357 } 3475 }
3358 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3359 { 3477 {
3360 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3478 who->failmsg (format (
3479 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op)
3482 ));
3361 return 1; 3483 return 1;
3362 } 3484 }
3485
3363 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3364 { 3487 {
3365 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3366 if (unapply_for_ob (who, op, aflags)) 3489 if (unapply_for_ob (who, op, aflags))
3367 return 1; 3490 return 1;
3368 } 3491 }
3369 else 3492 else
3370 { 3493 {
3371 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))
3372 { 3495 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3374 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3375 return 1; 3498 return 1;
3376 } 3499 }
3377 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))
3378 {
3379 i = unapply_for_ob (who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3380 if (i)
3381 return 1; 3502 return 1;
3382 } 3503 }
3383 }
3384 } 3504 }
3505
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 { 3507 {
3387 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3509
3388 if (!skop) 3510 if (!skop)
3389 { 3511 {
3390 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));
3391 return 1; 3513 return 1;
3392 } 3514 }
3393 else 3515 else
3394 {
3395 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3396 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3397 */ 3518 */
3398 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3399 }
3400 }
3401
3402 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3403 { 3520 }
3404 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3521
3522 if (!check_item_power (who, op->item_power))
3523 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3405 return 1; 3525 return 1;
3406 } 3526 }
3407
3408 3527
3409 /* 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.
3410 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3411 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3412 */ 3531 */
3413 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3414
3415 if (op->nrof > 1)
3416 tmp = get_split_ob (op, op->nrof - 1);
3417 else
3418 tmp = NULL;
3419 3533
3420 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)))
3421 return RESULT_INT (0); 3535 return RESULT_INT (0);
3422 3536
3423 switch (op->type) 3537 switch (op->type)
3424 { 3538 {
3425 case WEAPON: 3539 case WEAPON:
3426 if (!check_weapon_power (who, op->last_eat)) 3540 //TODO: this obviously fails for players using a shorter prefix
3427 { 3541 // i.e. "R" can use Ragnarok's sword.
3428 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3542 if (op->level && !op->name.starts_with (who->name))
3429 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3430 if (tmp != NULL)
3431 (void) insert_ob_in_ob (tmp, who);
3432 return 1;
3433 }
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 { 3543 {
3436 /* 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. */
3437 /* (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) */
3438 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3547
3439 if (tmp != NULL) 3548 if (tmp)
3440 (void) insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3550
3441 return 1; 3551 return 1;
3442 } 3552 }
3553
3554 if (!skop)
3555 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3557 return 1;
3558 }
3559
3443 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3444
3445 if (skop)
3446 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3447 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3562
3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3448 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3449
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3451
3452 (void) change_abil (who, op); 3569 change_abil (who, op);
3453 break; 3570 break;
3454 3571
3455 case ARMOUR: 3572 case ARMOUR:
3456 case HELMET: 3573 case HELMET:
3457 case SHIELD: 3574 case SHIELD:
3461 case BRACERS: 3578 case BRACERS:
3462 case CLOAK: 3579 case CLOAK:
3463 case RING: 3580 case RING:
3464 case AMULET: 3581 case AMULET:
3465 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3467 (void) change_abil (who, op); 3584 change_abil (who, op);
3468 break; 3585 break;
3469 case LAMP: 3586
3470 if (op->stats.food < 1) 3587 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3471 { 3592 {
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3593 skop = find_skill_by_name (who, op->skill);
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW:
3675 if (op->level && !op->name.starts_with (who->name))
3676 {
3677 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp)
3680 insert_ob_in_ob (tmp, who);
3681
3473 return 1; 3682 return 1;
3474 } 3683 }
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476 tmp2 = arch_to_object (op->other_arch);
3477 tmp2->stats.food = op->stats.food;
3478 SET_FLAG (tmp2, FLAG_APPLIED);
3479 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3481 insert_ob_in_ob (tmp2, who);
3482 3684
3483 /* Remove the old lantern */ 3685 /*FALLTHROUGH*/
3484 if (who->type == PLAYER)
3485 esrv_del_item (who->contr, op->count);
3486
3487 op->destroy ();
3488
3489 /* insert the portion that was split off */
3490 if (tmp != NULL)
3491 {
3492 (void) insert_ob_in_ob (tmp, who);
3493 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp);
3495 }
3496 fix_player (who);
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498 {
3499 if (who->type == PLAYER)
3500 {
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503 }
3504 }
3505 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp2);
3507 return 0;
3508 break;
3509
3510 /* this part is needed for skill-tools */
3511 case SKILL:
3512 case SKILL_TOOL:
3513 if (who->chosen_skill)
3514 {
3515 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3516 return 1;
3517 }
3518 if (who->type == PLAYER)
3519 {
3520 who->contr->shoottype = range_skill;
3521 who->contr->ranges[range_skill] = op;
3522 if (!op->invisible)
3523 {
3524 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526 }
3527 else
3528 {
3529 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530 }
3531 }
3532 SET_FLAG (op, FLAG_APPLIED);
3533 (void) change_abil (who, op);
3534 who->chosen_skill = op;
3535 SET_FLAG (who, FLAG_READY_SKILL);
3536 break;
3537
3538 case BOW: 3686 case WAND:
3539 if (!check_weapon_power (who, op->last_eat))
3540 {
3541 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3542 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3543 if (tmp != NULL)
3544 (void) insert_ob_in_ob (tmp, who);
3545 return 1;
3546 }
3547 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550 if (tmp != NULL)
3551 (void) insert_ob_in_ob (tmp, who);
3552 return 1;
3553 }
3554 /*FALLTHROUGH*/ case WAND:
3555 case ROD: 3687 case ROD:
3556 case HORN: 3688 case HORN:
3557 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3690
3691 if (!skop)
3692 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3558 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3559 if (skop)
3560 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3561 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562 3699
3563 if (who->type == PLAYER) 3700 if (who->contr)
3564 { 3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3705
3565 if (op->type == BOW) 3706 if (op->type == BOW)
3566 { 3707 {
3708 who->current_weapon = op;
3567 (void) change_abil (who, op); 3709 change_abil (who, op);
3568 new_draw_info_format (NDI_UNIQUE, 0, who,
3569 "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)));
3570 who->contr->shoottype = range_bow;
3571 }
3572 else
3573 {
3574 who->contr->shoottype = range_misc;
3575 } 3711 }
3576 } 3712 }
3577 else 3713 else
3578 { 3714 {
3579 if (op->type == BOW) 3715 if (op->type == BOW)
3580 SET_FLAG (who, FLAG_READY_BOW); 3716 SET_FLAG (who, FLAG_READY_BOW);
3581 else 3717 else
3582 SET_FLAG (who, FLAG_READY_RANGE); 3718 SET_FLAG (who, FLAG_READY_RANGE);
3583 } 3719 }
3720
3584 break; 3721 break;
3585 3722
3586 case BUILDER: 3723 case BUILDER:
3587 if (who->contr->ranges[range_builder]) 3724 if (who->type == PLAYER)
3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3588 unapply_special (who, who->contr->ranges[range_builder], 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3589 who->contr->shoottype = range_builder; 3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731
3590 who->contr->ranges[range_builder] = op; 3732 who->contr->ranged_ob = op;
3591 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3733 }
3592 break; 3734 break;
3593 3735
3594 default: 3736 default:
3595 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3596 } /* end of switch op->type */ 3738 }
3597 3739
3598 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3599 3741
3600 if (tmp != NULL) 3742 if (tmp)
3601 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3602 3744
3603 fix_player (who); 3745 who->update_stats ();
3604 3746
3605 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3607 * you don't know anything about them. 3749 * you don't know anything about them.
3608 */ 3750 */
3609 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3610 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3611 3753
3612 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3613 {
3614 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3615 { 3756 {
3616 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3757 who->failmsg (
3758 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3617 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3618 } 3762 }
3619 } 3763
3620 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3621 {
3622 /* if multiple objects were applied, update both slots */
3623 if (tmp)
3624 esrv_send_item (who, tmp);
3625 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3626 } 3766
3627 return 0; 3767 return 0;
3628}
3629
3630
3631int
3632monster_apply_special (object *who, object *op, int aflags)
3633{
3634 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3635 return 1;
3636 return apply_special (who, op, aflags);
3637} 3768}
3638 3769
3639/** 3770/**
3640 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3641 * 3772 *
3645auto_apply (object *op) 3776auto_apply (object *op)
3646{ 3777{
3647 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3648 int i; 3779 int i;
3649 3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782
3650 switch (op->type) 3783 switch (op->type)
3651 { 3784 {
3652 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3653 if (!HAS_RANDOM_ITEMS (op)) 3786 if (!op->has_random_items ())
3654 return 0; 3787 return 0;
3655 3788
3656 do 3789 do
3657 { 3790 {
3658 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3659 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3660 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
3661 if (tmp == NULL) 3798 if (tmp == NULL)
3662 return 0; 3799 return 0;
3800
3663 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3664 { 3802 {
3665 tmp->destroy (); 3803 tmp->destroy ();
3666 tmp = NULL; 3804 tmp = NULL;
3667 } 3805 }
3670 3808
3671 tmp->x = op->x; 3809 tmp->x = op->x;
3672 tmp->y = op->y; 3810 tmp->y = op->y;
3673 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3674 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3675 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3676 identify (tmp); 3813 identify (tmp);
3677 break; 3814 break;
3678 3815
3679 case TREASURE: 3816 case TREASURE:
3680 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681 return 0; 3818 return 0;
3682 3819
3683 while ((op->stats.hp--) > 0) 3820 while (op->stats.hp-- > 0)
3684 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686 3823
3687 /* 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,
3688 * 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
3689 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3690 * that is put inside other objects. 3827 * that is put inside other objects.
3691 */ 3828 */
3692 for (tmp = op->inv; tmp; tmp = tmp2)
3693 {
3694 tmp2 = tmp->below;
3695 tmp->remove ();
3696
3697 if (op->env) 3829 if (op->env)
3698 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3699 else 3831 op->env->insert (op->inv);
3700 tmp->destroy ();
3701 }
3702 3832
3703 op->destroy (); 3833 op->destroy ();
3704 break; 3834 break;
3705 } 3835 }
3706 return tmp ? 1 : 0;
3707}
3708 3836
3837 return !!tmp;
3838}
3839
3709/** 3840/**
3710 * fix_auto_apply goes through the entire map (only the first time 3841 * fix_auto_apply goes through the entire map every time a map
3711 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3712 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3714 */ 3845 */
3715void 3846void
3716fix_auto_apply (maptile *m) 3847maptile::fix_auto_apply ()
3717{ 3848{
3718 object *tmp, *above = NULL; 3849 if (!spaces)
3719 int x, y;
3720
3721 if (m == NULL)
3722 return; 3850 return;
3723 3851
3724 for (x = 0; x < MAP_WIDTH (m); x++) 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (y = 0; y < MAP_HEIGHT (m); y++) 3853 for (object *tmp = ms->bot; tmp; )
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727 { 3854 {
3728 above = tmp->above; 3855 object *above = tmp->above;
3729 3856
3730 if (tmp->inv) 3857 if (tmp->inv)
3731 { 3858 {
3732 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3733 3860
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3735 { 3862 {
3736 invnext = invtmp->below; 3863 invnext = invtmp->below;
3737 3864
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp); 3866 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3741 { 3868 {
3742 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3743 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744
3745 invtmp->randomitems = NULL;
3746 }
3747 else if (invtmp && invtmp->arch
3748 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3871
3872 invtmp->randomitems = NULL;
3873 }
3874 else if (invtmp && invtmp->arch
3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3876 {
3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3751 /* Need to clear this so that we never try to create 3878 /* Need to clear this so that we never try to create
3752 * treasure again for this object 3879 * treasure again for this object
3753 */ 3880 */
3754 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3755 } 3882 }
3756 } 3883 }
3884
3757 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13 3889 * MSW 2004-05-13
3762 * 3890 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too, 3891 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_- 3892 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3766 */ 3894 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 || 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)
3769 tmp->randomitems = NULL;
3770
3771 }
3772
3773 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774 auto_apply (tmp);
3775 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 {
3777 while ((tmp->stats.hp--) > 0)
3778 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3780 } 3898 }
3899
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 {
3904 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3906 tmp->randomitems = NULL;
3907 }
3781 else if (tmp->type == TIMED_GATE) 3908 else if (tmp->type == TIMED_GATE)
3782 { 3909 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp; 3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3784 3911
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 {
3787 tmp->speed = 0; 3913 tmp->set_speed (0);
3788 update_ob_speed (tmp);
3789 }
3790 } 3914 }
3791 /* This function can be called everytime a map is loaded, even when 3915 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure 3916 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out 3917 * over and ove again, so after we generate the treasure, blank out
3794 * randomitems so if it is swapped in again, it won't make anything. 3918 * randomitems so if it is swapped in again, it won't make anything.
3795 * This is a problem for the above objects, because they have counters 3919 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure. 3920 * which say how many times to make the treasure.
3797 */ 3921 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL 3923 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801 { 3925 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3804 } 3928 }
3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3934 tmp = above;
3805 } 3935 }
3806 3936
3807 for (x = 0; x < MAP_WIDTH (m); x++) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3808 for (y = 0; y < MAP_HEIGHT (m); y++) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3809 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3810 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3812} 3941}
3813 3942
3814/** 3943/**
3815 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3816 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3817 * that doesn't work with the new spell code. Since we know what 3946 * that doesn't work with the new spell code. Since we know what
3818 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3819 */ 3948 */
3820
3821void 3949void
3822eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3823{ 3951{
3824 object *force; 3952 object *force;
3825 int i, did_one = 0; 3953 int i, did_one = 0;
3826 sint8 k;
3827 3954
3828 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3829 3958
3830 for (i = 0; i < NUM_STATS; i++)
3831 {
3832 k = get_attr_value (&food->stats, i);
3833 if (k)
3834 {
3835 set_attr_value (&force->stats, i, k);
3836 did_one = 1;
3837 }
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1;
3847 }
3848 }
3849 if (did_one)
3850 {
3851 force->speed = 0.1;
3852 update_ob_speed (force);
3853 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3854 force->stats.food = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3855 SET_FLAG (force, FLAG_IS_USED_UP); 3961
3856 SET_FLAG (force, FLAG_APPLIED); 3962 if (force = who->force_find (key))
3857 change_abil (who, force); 3963 {
3858 insert_ob_in_ob (force, who); 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;
3859 } 3973 }
3860 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
3861 force->destroy (); 4005 force->destroy ();
4006 }
3862 4007
3863 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3864 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3865 { 4010 {
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3867 { 4012 {
3868 strcpy (who->contr->killer, food->name); 4013 who->contr->killer = food;
3869 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3871 } 4016 }
3872 else 4017 else
3873 { 4018 {
3874 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3875 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3876 else 4021 else
3877 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3878 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3879 } 4025 }
3880 } 4026 }
4027
3881 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3882 { 4029 {
3883 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3884 { 4031 {
3885 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3886 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3887 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3888 who->stats.sp = 0; 4035 who->stats.sp = 0;
3889 } 4036 }
3890 else 4037 else
3891 { 4038 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3893 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3894 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3895 } 4042 }
3896 } 4043 }
3897 fix_player (who);
3898}
3899 4044
3900 4045 who->update_stats ();
3901/**
3902 * Designed primarily to light torches/lanterns/etc.
3903 * Also burns up burnable material too. First object in the inventory is
3904 * the selected object to "burn". -b.t.
3905 */
3906
3907void
3908apply_lighter (object *who, object *lighter)
3909{
3910 object *item;
3911 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913
3914 item = find_marked_object (who);
3915 if (item)
3916 {
3917 if (lighter->last_eat && lighter->stats.food)
3918 { /* lighter gets used up */
3919 /* Split multiple lighters if they're being used up. Otherwise *
3920 * one charge from each would be used up. --DAMN */
3921 if (lighter->nrof > 1)
3922 {
3923 object *oneLighter = lighter->clone ();
3924
3925 lighter->nrof -= 1;
3926 oneLighter->nrof = 1;
3927 oneLighter->stats.food--;
3928 esrv_send_item (who, lighter);
3929 oneLighter = insert_ob_in_ob (oneLighter, who);
3930 esrv_send_item (who, oneLighter);
3931 }
3932 else
3933 lighter->stats.food--;
3934 }
3935 else if (lighter->last_eat)
3936 { /* no charges left in lighter */
3937 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938 return;
3939 }
3940 /* Perhaps we should split what we are trying to light on fire?
3941 * I can't see many times when you would want to light multiple
3942 * objects at once.
3943 */
3944 /* If the item is destroyed, we don't have a valid pointer to the
3945 * name object, so make a copy so the message we print out makes
3946 * some sense.
3947 */
3948 strcpy (item_name, item->name);
3949 if (who == is_player_inv (item))
3950 is_player_env = 1;
3951
3952 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ())
3957 {
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3959 /* Need to update the player so that the players glow radius
3960 * gets changed.
3961 */
3962 if (is_player_env)
3963 fix_player (who);
3964 }
3965 else
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3967 }
3968 else /* nothing to light */
3969 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3970
3971}
3972
3973/**
3974 * op made some mistake with a scroll, this takes care of punishment.
3975 * scroll_failure()- hacked directly from spell_failure
3976 */
3977void
3978scroll_failure (object *op, int failure, int power)
3979{
3980 if (abs (failure / 4) > power)
3981 power = abs (failure / 4); /* set minimum effect */
3982
3983 if (failure <= -1 && failure > -15)
3984 { /* wonder */
3985 object *tmp;
3986
3987 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3988 tmp = get_archetype (SPELL_WONDER);
3989 cast_wonder (op, op, 0, tmp);
3990 tmp->destroy ();
3991 }
3992 else if (failure <= -15 && failure > -35)
3993 { /* drain mana */
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3995 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3996 if (op->stats.sp < 0)
3997 op->stats.sp = 0;
3998 }
3999 else if (settings.spell_failure_effects == TRUE)
4000 {
4001 if (failure <= -35 && failure > -60)
4002 { /* confusion */
4003 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4004 confuse_player (op, op, power);
4005 }
4006 else if (failure <= -60 && failure > -70)
4007 { /* paralysis */
4008 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4009 paralyze_player (op, op, power);
4010 }
4011 else if (failure <= -70 && failure > -80)
4012 { /* blind */
4013 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4014 blind_player (op, op, power);
4015 }
4016 else if (failure <= -80)
4017 { /* blast the immediate area */
4018 object *tmp;
4019
4020 tmp = get_archetype (LOOSE_MANA);
4021 cast_magic_storm (op, tmp, power);
4022 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4023 tmp->destroy ();
4024 }
4025 }
4026} 4046}
4027 4047
4028void 4048void
4029apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
4030{ 4050{
4047 */ 4067 */
4048 int i, j; 4068 int i, j;
4049 4069
4050 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
4051 { 4071 {
4052 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
4053 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4054 4074
4055 stat += get_attr_value (ns, i);
4056 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
4057 { 4076 {
4058 excess_stat++; 4077 excess_stat++;
4059 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
4060 } 4079 }
4061 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
4062 } 4082 }
4063 4083
4064 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4065 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
4066 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
4067 int stat = get_attr_value (stats, i);
4068 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4069 4087
4070 if (i == CHA) 4088 if (i == CHA)
4071 continue; /* exclude cha from this */ 4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
4072 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
4073 { 4094 {
4074 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
4075 excess_stat--; 4096 excess_stat--;
4076 } 4097 }
4077 } 4098 }
4078 4099
4079 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
4080 * the player ref: player.c 4101 * the player ref: player.c
4081 */ 4102 */
4082 if (change->randomitems != NULL) 4103 if (change->randomitems)
4083 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
4084
4085 4105
4086 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
4087 4107
4088 /* first, look for the force object banning 4108 /* first, look for the force object banning
4089 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
4090 */ 4110 */
4091 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
4092 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4093 flag_change_face = 0; 4113 flag_change_face = 0;
4094 4114
4095 if (flag_change_face) 4115 if (flag_change_face)
4096 { 4116 {
4097 pl->animation_id = GET_ANIM_ID (change);
4098 pl->face = change->face; 4117 pl->face = change->face;
4099 4118 pl->animation_id = change->animation_id;
4100 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4101 SET_FLAG (pl, FLAG_ANIMATE);
4102 else
4103 CLEAR_FLAG (pl, FLAG_ANIMATE);
4104 } 4120 }
4105 4121
4106 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
4107 /*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); */
4108 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4109 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4110 4126
4111 break; 4127 break;
4112 } 4128 }
4113 } 4129 }
4114} 4130}
4115 4131
4116/**
4117 * This handles items of type 'transformer'.
4118 * Basically those items, used with a marked item, transform both items into something
4119 * else.
4120 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4121 * Change information is contained in the 'slaying' field of the marked item.
4122 * The format is as follow: transformer:[number ]yield[;transformer:...].
4123 * This way an item can be transformed in many things, and/or many objects.
4124 * The 'slaying' field for transformer is used as verb for the action.
4125 */
4126void
4127apply_item_transformer (object *pl, object *transformer)
4128{
4129 object *marked;
4130 object *new_item;
4131 char *find;
4132 char *separator;
4133 int yield;
4134 char got[MAX_BUF];
4135 int len;
4136
4137 if (!pl || !transformer)
4138 return;
4139 marked = find_marked_object (pl);
4140 if (!marked)
4141 {
4142 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4143 return;
4144 }
4145 if (!marked->slaying)
4146 {
4147 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4148 return;
4149 }
4150 /* check whether they are compatible or not */
4151 find = strstr (marked->slaying, transformer->arch->name);
4152 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4153 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4155 return;
4156 }
4157 find += strlen (transformer->arch->name) + 1;
4158 /* Item can be used, now find how many and what it yields */
4159 if (isdigit (*(find)))
4160 {
4161 yield = atoi (find);
4162 if (yield < 1)
4163 {
4164 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4165 yield = 1;
4166 }
4167 }
4168 else
4169 yield = 1;
4170
4171 while (isdigit (*find))
4172 find++;
4173 while (*find == ' ')
4174 find++;
4175 memset (got, 0, MAX_BUF);
4176 if ((separator = strchr (find, ';')) != NULL)
4177 {
4178 len = separator - find;
4179 }
4180 else
4181 {
4182 len = strlen (find);
4183 }
4184 if (len > MAX_BUF - 1)
4185 len = MAX_BUF - 1;
4186 strcpy (got, find);
4187 got[len] = '\0';
4188
4189 /* Now create new item, remove used ones when required. */
4190 new_item = get_archetype (got);
4191 if (!new_item)
4192 {
4193 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4194 return;
4195 }
4196
4197 new_item->nrof = yield;
4198 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4199 insert_ob_in_ob (new_item, pl);
4200 esrv_send_inventory (pl, pl);
4201 /* Eat up one item */
4202 decrease_ob_nr (marked, 1);
4203 /* Eat one transformer if needed */
4204 if (transformer->stats.food)
4205 if (--transformer->stats.food == 0)
4206 decrease_ob_nr (transformer, 1);
4207}

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