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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.24 by root, Mon Sep 11 20:26:41 2006 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: apply.C,v 1.24 2006/09/11 20:26:41 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
24
25#include <cmath>
29 26
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <tod.h> 31#include <tod.h>
35 32
36#ifndef __CEXTRACT__
37# include <sproto.h> 33#include <sproto.h>
38#endif
39 34
40/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
41#include <sounds.h> 36#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 37
46/** 38/**
47 * 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.
48 * 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.
49 */ 41 */
62 * subtype 5: arch or race 54 * subtype 5: arch or race
63 * subtype 7: all three 55 * subtype 7: all three
64 */ 56 */
65 if (op->subtype) 57 if (op->subtype)
66 { 58 {
67 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
68 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
69 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
70 } 62 }
71 else 63 else
72 { 64 {
73 arch_flag = 1; 65 arch_flag = 1;
74 name_flag = 1; 66 name_flag = 1;
75 race_flag = 1; 67 race_flag = 1;
76 } 68 }
69
77 /* 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,
78 * name or race that matches. 71 * name or race that matches.
79 */ 72 */
80 if ((op->race) && 73 if ((op->race) &&
81 ((!(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)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 77 return 1;
86 } 78
87 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 80 * of arch, name, or race match.
89 */ 81 */
90 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))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 85 return 1;
95 } 86
96 return 0; 87 return 0;
97} 88}
98 89
99/** 90/**
100 * 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.
102 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
103 */ 94 */
104static int 95static int
105apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
106{ 97{
107 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
108 int success = 0;
109 99
110 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
111 return 0; 101 return 0;
112 102
113 /* 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
114 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
115 */ 105 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
117 return 0; 107 return 0;
118 108
119 marked = find_marked_object (pl);
120 /* 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
121 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
122 */ 111 */
112 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 114 {
125 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
126 { 116 {
127 identify (marked); 117 identify (marked);
128 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));
129 if (marked->msg) 120 if (marked->msg)
130 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
133 } 124 }
134 return money == NULL;
135 } 125 }
136 }
137 126
138 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
139 { 128 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 130 {
142 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
143 { 132 {
144 identify (id); 133 identify (id);
145 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));
146 if (id->msg) 136 if (id->msg)
147 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
154 break; 141 break;
155 } 142 }
156 else 143 else
157 { 144 {
158 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");
159 break; 146 break;
160 } 147 }
161 } 148 }
162 } 149 }
163 if (!success) 150
164 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
165 return money == NULL; 156 return !money;
166} 157}
167 158
168/** 159/**
169 * 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
170 * matching item. 161 * matching item.
171 **/ 162 **/
172static void 163void
173handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
174{ 165{
175 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
176 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195} 168}
196 169
197/** 170/**
198 * Handles applying a potion. 171 * Handles applying a potion.
199 */ 172 */
200int 173int
201apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
202{ 175{
203 int got_one = 0, i; 176 int got_one = 0, i;
204 object *force = 0, *floor = 0; 177 object *force = 0;
205 178
206 floor = get_map_ob (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
207 180
208 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)
209 { 182 {
210 if (op->type == PLAYER)
211 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
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 186 return 0;
214 } 187 }
215 188
216 if (op->type == PLAYER) 189 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 191 identify (tmp);
220 }
221 192
222 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
223 194
224 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 198 object *depl;
228 archetype *at; 199 archetype *at;
229 200
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 202 {
232 drain_stat (op); 203 op->drain_stat ();
233 fix_player (op); 204 op->update_stats ();
234 decrease_ob (tmp); 205 tmp->decrease ();
235 return 1; 206 return 1;
236 } 207 }
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208
209 if (!(at = archetype::find (shstr_depletion)))
238 { 210 {
239 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 212 return 0;
241 } 213 }
214
242 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
243 if (depl != NULL) 217 if (depl)
244 { 218 {
245 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
247 { 221 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
249 } 223 depl->destroy ();
250 remove_ob (depl); 224 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 225 }
254 else 226 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
256 228
257 decrease_ob (tmp); 229 tmp->decrease ();
258 return 1; 230 return 1;
259 } 231 }
260 232
261 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 235 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
266 { 237 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 239 {
269 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
270 { 241 {
271 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
272 break; 243 break;
273 } 244 }
245
274 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
275 { 247 {
276 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
277 break; 249 break;
278 } 250 }
251
279 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
280 { 253 {
281 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
282 break; 255 break;
283 } 256 }
287 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
288 { 261 {
289 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
290 break; 263 break;
291 } 264 }
265
292 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
293 { 267 {
294 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
295 break; 269 break;
296 } 270 }
271
297 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
298 { 273 {
299 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
300 break; 275 break;
301 } 276 }
302 } 277 }
303 } 278 }
279
304 /* Just makes checking easier */ 280 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
306 got_one = 1; 282 got_one = 1;
283
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 285 {
309 if (got_one) 286 if (got_one)
310 { 287 {
311 fix_player (op); 288 op->update_stats ();
312 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 "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
315 } 292 }
316 else 293 else
317 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.");
318 } 295 }
319 else 296 else
320 { /* cursed potion */ 297 { /* cursed potion */
321 if (got_one) 298 if (got_one)
322 { 299 {
323 fix_player (op); 300 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
325 } 302 }
326 else 303 else
327 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);
328 } 305 }
306
329 decrease_ob (tmp); 307 tmp->decrease ();
330 return 1; 308 return 1;
331 } 309 }
332 310
333 311
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
338 */ 316 */
339 if (tmp->inv) 317 if (tmp->inv)
340 { 318 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 320 {
343 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
344 322 create_exploding_ball_at (op, op->level);
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
346 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x;
351 fball->y = op->y;
352 insert_ob_in_map (fball, op->map, NULL, 0);
353 } 323 }
354 else 324 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 326
357 decrease_ob (tmp); 327 tmp->decrease ();
328
358 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 331 op->update_stats ();
332
361 return 1; 333 return 1;
362 } 334 }
363 335
364 /* Deal with protection potions */ 336 /* Deal with protection potions */
365 force = NULL; 337 force = NULL;
367 { 339 {
368 if (tmp->resist[i]) 340 if (tmp->resist[i])
369 { 341 {
370 if (!force) 342 if (!force)
371 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
374 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 */
375 } 348 }
376 } 349 }
350
377 /* This is a protection potion */ 351 /* This is a protection potion */
378 if (force) 352 if (force)
379 { 353 {
380 /* cursed items last longer */ 354 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 357 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 361 }
362
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 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)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
404 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
406 } 384 }
407 385
408 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 389 * up all the stats.
412 */ 390 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 392 op->update_stats ();
415 decrease_ob (tmp); 393 tmp->decrease ();
416 return 1; 394 return 1;
417} 395}
418 396
419/**************************************************************************** 397/****************************************************************************
420 * Weapon improvement code follows 398 * Weapon improvement code follows
421 ****************************************************************************/ 399 ****************************************************************************/
422 400
423/** 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/**
424 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
425 */ 418 */
426static int 419static int
427check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
428{ 421{
429 int count = 0; 422 int count = 0;
430 423
431 424 if (!item)
432 if (item == NULL)
433 return 0; 425 return 0;
434 op = op->below; 426
435 while (op != NULL) 427 for (op = op->below; op; op = op->below)
436 { 428 if (op->arch->archname == item)
437 if (strcmp (op->arch->name, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 } 432
447 }
448 op = op->below;
449 }
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
454 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op != NULL) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
464
481 op = prev; 465 op = prev;
482 } 466 }
467
483 prev = op; 468 prev = op;
484 op = op->below; 469 op = op->below;
485 } 470 }
486} 471}
487 472
488/** 473/**
489 * This checks to see of the player (who) is sufficient level to use a weapon
490 * with improvs improvements (typically last_eat). We take an int here
491 * instead of the object so that the improvement code can pass along the
492 * increased value to see if the object is usuable.
493 * we return 1 (true) if the player can use the weapon.
494 */
495static int
496check_weapon_power (const object *who, int improvs)
497{
498
499/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level.
502 */
503#if 1
504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
507 return 0;
508
509#else
510 int level = 0;
511
512 /* The skill system hands out wc and dam bonuses to fighters
513 * more generously than the old system (see fix_player). Thus
514 * we need to curtail the power of player enchanted weapons.
515 * I changed this to 1 improvement per "fighter" level/5 -b.t.
516 * Note: Nothing should break by allowing this ratio to be different or
517 * using normal level - it is just a matter of play balance.
518 */
519 if (who->type == PLAYER)
520 {
521 object *wc_obj = NULL;
522
523 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
525 level = wc_obj->level;
526
527 if (!level)
528 {
529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
534 level = who->level;
535
536 return (improvs <= ((level / 5) + 5));
537#endif
538}
539
540/**
541 * 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.
542 * 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.
543 */ 476 */
544static int 477static int
545check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
546{ 479{
547 int count = 0; 480 int count = 0;
548 481
549 if (improver->slaying != NULL) 482 if (improver->slaying)
550 { 483 {
551 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
552 if (count < 1) 485 if (count < 1)
553 { 486 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 488 return 0;
559 } 489 }
560 } 490 }
561 else 491 else
562 count = 1; 492 count = 1;
565} 495}
566 496
567/** 497/**
568 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
569 */ 499 */
570int 500static int
571improve_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)
572{ 502{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 503 stat += sacrifice_count;
576 weapon->last_eat++; 504 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
578 decrease_ob (improver);
579 506
580 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
581 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
582 return 1; 516 return 1;
583} 517}
584 518
585/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 524#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 526#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 529#define IMPROVE_INT 10
596#define IMPROVE_POW 11 530#define IMPROVE_POW 11
597
598 531
599/** 532/**
600 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
602 */ 535 */
603 536static int
604int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
610 if (weapon->level != 0) 542 if (weapon->level != 0)
611 { 543 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
613 return 0; 545 return 0;
614 } 546 }
547
615 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 549 if (weapon->resist[i])
617 break; 550 break;
618 551
619 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
626 { 559 {
627 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.>");
628 return 0; 563 return 0;
629 } 564 }
565
630 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
632 return 0; 568 return 0;
569
633 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
636 572
637 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 ));
638 578
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 582 slot at once! */
643 decrease_ob (improver); 583 improver->decrease ();
644 weapon->last_eat = 0; 584 weapon->last_eat = 0;
645 return 1; 585 return 1;
646} 586}
647
648 587
649/** 588/**
650 * 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.
651 * This is the new improve weapon code. 590 * This is the new improve weapon code.
652 * 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.
655 * 594 *
656 * 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
657 * 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 ??
658 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
659 */ 598 */
660int 599static int
661improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
662{ 601{
663 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
664 603
665 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
668 } 606
669 if (weapon->level == 0) 607 if (weapon->level == 0)
670 { 608 {
671 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.>");
672 return 0; 612 return 0;
673 } 613 }
674 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
675 { 617 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 619 return 0;
678 } 620 }
679 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))
680 { 624 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
682 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 "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
684 return 0; 628 return 0;
685 } 629 }
630
686 /* 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
687 * 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,
688 * 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
689 * weapon can be improved. 634 * weapon can be improved.
690 */ 635 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 637 {
693 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
695 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));
696 weapon->last_eat++; 641 weapon->last_eat++;
697 642
698 weapon->item_power++; 643 weapon->item_power++;
699 decrease_ob (improver); 644 improver->decrease ();
700 return 1; 645 return 1;
701 } 646 }
647
702 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 649 {
704 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 652 if (weapon->weight < 1)
707 weapon->weight = 1; 653 weapon->weight = 1;
654
708 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));
709 weapon->last_eat++; 656 weapon->last_eat++;
710 weapon->item_power++; 657 weapon->item_power++;
711 decrease_ob (improver); 658 improver->decrease ();
712 return 1; 659 return 1;
713 } 660 }
661
714 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 663 {
716 weapon->magic++; 664 weapon->magic++;
717 weapon->last_eat++; 665 weapon->last_eat++;
718 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));
719 decrease_ob (improver); 667 improver->decrease ();
720 weapon->item_power++; 668 weapon->item_power++;
721 return 1; 669 return 1;
722 } 670 }
723 671
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
729 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
730 678
731 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
733 { 681 {
734 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));
735 return 0; 683 return 0;
736 } 684 }
685
737 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 687 weapon->item_power++;
739 688
740 switch (improver->stats.sp) 689 switch (improver->stats.sp)
741 { 690 {
742 case IMPROVE_STR:
743 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");
744 case IMPROVE_DEX:
745 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");
746 case IMPROVE_CON:
747 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");
748 case IMPROVE_WIS:
749 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");
750 case IMPROVE_CHA:
751 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");
752 case IMPROVE_INT:
753 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");
754 case IMPROVE_POW:
755 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");
756 default: 698 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
758 } 700 }
701
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 703 return 0;
761} 704}
762 705
763/** 706/**
764 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
765 * 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, ...),
766 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
767 */ 710 */
768int 711static int
769check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
770{ 713{
771 object *otmp; 714 object *otmp;
772 715
773 if (op->type != PLAYER) 716 if (op->type != PLAYER)
774 return 0; 717 return 0;
718
775 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))
776 { 720 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 722 return 0;
779 } 723 }
724
780 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
781 if (!otmp) 727 if (!otmp)
782 { 728 {
783 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.>");
784 return 0; 730 return 0;
785 } 731 }
732
786 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 734 {
788 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!");
789 return 0; 736 return 0;
790 } 737 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
792 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
794 return 1; 743 return 1;
795} 744}
796 745
814 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
815 * the users level or 90) 764 * the users level or 90)
816 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
817 * changing of physical area right now. 766 * changing of physical area right now.
818 */ 767 */
819int 768static int
820improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
821{ 770{
822 object *tmp; 771 object *tmp;
823 772
824 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
825 { 774 {
826 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!");
827 return 0; 776 return 0;
828 } 777 }
778
829 /* 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,
830 * 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.
831 * 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
832 * of gnarg and what not?) 782 * of gnarg and what not?)
833 */ 783 */
834 if (armour->title) 784 if (armour->title)
835 { 785 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 787 return 0;
838 } 788 }
839 789
840 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
842 */ 792 */
843 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847 794
848 armour->magic++; 795 armour->magic++;
849 796
850 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
851 { 798 {
856 { 803 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 805 pow++;
859 } 806 }
860 807
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 809 }
863 else 810 else
864 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;
865 812
866 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
867 { 814 {
868 int base = 100; 815 int base = 100;
869 int pow = 0; 816 int pow = 0;
872 { 819 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 821 pow++;
875 } 822 }
876 823
877 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
878 } 825 }
879 else 826 else
880 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;
881 828
882 if (armour->weight <= 0) 829 if (armour->weight <= 0)
883 { 830 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 832 armour->weight = 1;
886 } 833 }
887 834
888 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);
889 836
890 if (op->type == PLAYER) 837 if (op->type == PLAYER)
891 { 838 {
892 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 842 op->update_stats ();
895 } 843 }
896 decrease_ob (improver); 844
845 improver->decrease ();
846
897 if (tmp) 847 if (tmp)
898 { 848 op->insert (tmp);
899 insert_ob_in_ob (tmp, op); 849
900 esrv_send_item (op, tmp);
901 }
902 return 1; 850 return 1;
903} 851}
904
905 852
906/* 853/*
907 * 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
908 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
909 */ 856 *
910#define CONV_FROM(xyz) xyz->slaying
911#define CONV_TO(xyz) xyz->other_arch
912#define CONV_NR(xyz) xyz->stats.sp
913#define CONV_NEED(xyz) xyz->stats.food
914
915/* Takes one items and makes another. 857 * Takes one type of items and makes another.
916 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
917 * 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
918 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
919 */ 861 */
920int 862int
921convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
922{ 864{
923 int nr = 0; 865 sint64 nr = 0, price_in;
924 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;
925 874
926 /* 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,
927 * 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
928 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
929 */ 878 */
930 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
931 { 880 {
932 int cost;
933
934 if (item->type != MONEY) 881 if (item->type != MONEY)
935 return 0; 882 return 0;
936 883
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
938 if (!nr) 885 if (!nr)
939 return 0; 886 return 0;
940 cost = nr * CONV_NEED (converter) / item->value; 887
941 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
942 if (nr * CONV_NEED (converter) % item->value) 889
943 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
944 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
945 893
946 price_in = cost * item->value; 894 price_in = cost * item->value;
947 } 895 }
948 else 896 else
949 { 897 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
952 return 0; 901 return 0;
953 902
954 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
955 { 906 {
956 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
958 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
959 } 910 }
960 else 911 else
961 { 912 {
962 price_in = item->value; 913 price_in = item->value;
963 remove_ob (item); 914 item->destroy ();
964 free_object (item);
965 } 915 }
966 } 916 }
967 917
968 if (converter->inv != NULL) 918 if (converter->inv)
969 { 919 {
970 object *ob; 920 object *ob;
971 int i; 921 int i;
972 object *ob_to_copy; 922 object *ob_to_copy;
973 923
974 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
976 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++)
977 {
978 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 928 ob_to_copy = ob;
981 } 929
982 } 930 item = ob_to_copy->deep_clone ();
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 933 }
987 else 934 else
988 { 935 {
989 if (converter->other_arch == NULL) 936 if (!conv_to)
990 { 937 {
991 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",
992 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 940 return -1;
994 } 941 }
995 942
996 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 945 }
999 946
1000 if (CONV_NR (converter)) 947 if (give)
1001 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
1002 if (nr) 950 if (nr)
1003 item->nrof *= nr; 951 item->nrof *= nr;
1004 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1005 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 }
1006 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 965 {
1008 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",
1009 &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);
1010
1011 /** 968 /**
1012 * 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
1013 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1014 */ 971 */
1015 } 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
1016 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);
1017 return 1; 980 return 1;
1018} 981}
1019 982
1020/** 983/**
1021 * Handle apply on containers. 984 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1023 * 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]
1024 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1025 */ 988 */
1026 989static int
1027int
1028apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1029{ 991{
1030 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 993 return 0; /* This might change */
1035 994
1036 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1037 { 996 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 998 return 0;
1040 } 999 }
1041 op->contr->last_used = NULL; 1000
1042 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1043 1002
1044 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;
1045 { 1007 }
1046 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)
1047 { 1013 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1049 return 1; 1016 return 1;
1050 } 1017 }
1051 /* It's on the ground, the problems begin */ 1018 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1019 {
1066 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;
1067 { 1023 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1024
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1025 // fall through to opening it (active in inv)
1097 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1030 op->close_container ();
1099 { 1031 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1034 return 1;
1103 apply_container (op, tmp); 1035 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1105 op->container = sack; 1037 // it's locked?
1106 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1107 strcat (buf, "."); 1039 {
1108 } 1040 if (object *tmp = find_key (op, op, sack))
1109 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1042 else
1117 { 1043 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 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)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1045 return 1;
1154 } 1046 }
1155 }
1156 } 1047 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048
1158 if (op->contr) 1049 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1050
1160 return 1; 1051 return 1;
1161} 1052}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1053
1288/** 1054/**
1289 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1291 */ 1057 */
1294{ 1060{
1295 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1296 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1297 return 0; 1063 return 0;
1298 1064
1299 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1300 { 1066 {
1301 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1302 * 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
1303 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1304 */ 1070 */
1305 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1306 { 1072 {
1307 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));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1076 * old maps.
1311 */ 1077 */
1312 1078
1313/* push_button (altar);*/ 1079/* push_button (altar);*/
1314 } 1080 }
1315 else 1081 else
1316 { 1082 {
1317 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1318 push_button (altar); 1084 push_button (altar, originator);
1319 } 1085 }
1086
1320 return sacrifice == NULL; 1087 return !sacrifice;
1321 } 1088 }
1322 else 1089 else
1323 {
1324 return 0; 1090 return 0;
1325 }
1326} 1091}
1327 1092
1328/** 1093/**
1329 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1330 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1339 double opinion; 1104 double opinion;
1340 object *tmp, *next; 1105 object *tmp, *next;
1341 1106
1342 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1343 1108
1344 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 ())
1345 { 1121 {
1346 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1347 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1348 * the shop. 1124 * the shop.
1349 */ 1125 */
1350 for (tmp = op->inv; tmp; tmp = next) 1126 for (tmp = op->inv; tmp; tmp = next)
1351 { 1127 {
1352 next = tmp->below; 1128 next = tmp->below;
1129
1353 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1354 { 1131 {
1355 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);
1356 1133
1357 remove_ob (tmp);
1358
1359 if (i == -1) 1134 if (i >= 0)
1360 i = 0; 1135 tmp->move (i);
1361
1362 tmp->map = op->map;
1363 tmp->x = op->x + freearr_x[i];
1364 tmp->y = op->y + freearr_y[i];
1365 insert_ob_in_map (tmp, op->map, op, 0);
1366 } 1136 }
1367 } 1137 }
1368 1138
1369 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1370 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1373 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1374 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1375 */ 1145 */
1376 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1377 { 1147 {
1378
1379 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1380 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);
1381 1150
1382 if (i != -1) 1151 if (i != -1)
1383 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);
1384 1153
1385 return 0; 1154 return 0;
1386 } 1155 }
1156
1387 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1389 */ 1159 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1161 }
1392 else if (can_pay (op)) 1162 else if (can_pay (op) && get_payment (op))
1393 { 1163 {
1394 /* this is only used for players */ 1164 /* this is only used for players */
1395 get_payment (op, op->inv);
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1397 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
1398 if (shop_mat->msg) 1174 if (shop_mat->msg)
1399 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1400 /* 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,
1401 * 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
1402 * actually the shop floor. 1178 * actually the shop floor.
1403 */ 1179 */
1404 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1405 { 1181 {
1406 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1407 1183
1408 if (opinion > 0.9) 1184 op->statusmsg (
1409 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."
1410 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1411 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1412 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1413 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1414 else 1189 );
1415 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1416 } 1190 }
1417 } 1191 }
1418 else 1192 else
1419 { 1193 {
1420 /* 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
1421 * 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
1422 * they are not on the mat anymore 1196 * they are not on the mat anymore
1423 */ 1197 */
1424
1425 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);
1426 1199
1427 if (i == -1) 1200 if (i == -1)
1428 {
1429 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1430 }
1431 else 1202 else
1432 { 1203 {
1433 remove_ob (op); 1204 op->remove ();
1434 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1435 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1436 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1437 } 1208 }
1438 } 1209 }
1445 * Handles applying a sign. 1216 * Handles applying a sign.
1446 */ 1217 */
1447static void 1218static void
1448apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1449{ 1220{
1450 readable_message_type *msgType; 1221 if (!op->is_player())
1451 char newbuf[HUGE_BUF]; 1222 return;
1452 1223
1453 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1454 { 1225 {
1455 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));
1456 return; 1227 return;
1457 } 1228 }
1458 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
1459 if (sign->stats.food) 1239 if (sign->stats.food)
1460 { 1240 {
1461 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1462 { 1242 {
1463 if (!sign->move_on) 1243 if (!sign->move_on)
1464 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1465 return; 1246 return;
1466 } 1247 }
1467 1248
1468 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1469 sign->last_eat++; 1250 sign->last_eat++;
1474 * 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
1475 * to us). 1256 * to us).
1476 */ 1257 */
1477 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)
1478 { 1259 {
1479 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1480 return; 1261 return;
1481 } 1262 }
1482 msgType = get_readable_message_type (sign); 1263
1483 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1484 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);
1485} 1306}
1486 1307
1487/** 1308/**
1488 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1489 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1503 return; 1324 return;
1504 1325
1505 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1506 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1507 */ 1328 */
1508 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1509 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1510 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1511 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1512 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1513 */ 1334 */
1514 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1515 { 1336 {
1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517 "[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);
1518 return; 1339 return;
1519 } 1340 }
1341
1520 recursion_depth++; 1342 recursion_depth++;
1521 if (trap->head) 1343 if (trap->head)
1522 trap = trap->head; 1344 trap = trap->head;
1523 1345
1524 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)))
1525 goto leave;
1526
1527 switch (trap->type) 1347 switch (trap->type)
1528 { 1348 {
1529 case PLAYERMOVER: 1349 case PLAYERMOVER:
1530 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:
1531 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1532 if (!trap->stats.maxsp) 1423 if (!trap->value)
1533 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1534 1426
1535 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1536 * 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
1537 */ 1442 */
1538 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1539 1444
1540 /* 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)
1541 * above with some objects have zero speed, and thus the player 1446 {
1542 * 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 }
1543 */ 1456 }
1544 if (victim->speed_left < -50.0) 1457 break;
1545 victim->speed_left = -50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1547 } 1458 }
1548 goto leave;
1549 1459
1550 case SPINNER: 1460 case CONVERTER:
1551 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1552 {
1553 victim->direction = absdir (victim->direction - trap->stats.sp);
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case DIRECTOR:
1559 if (victim->direction && !should_director_abort (trap, victim))
1560 {
1561 victim->direction = trap->stats.sp;
1562 update_turn_face (victim);
1563 }
1564 goto leave;
1565
1566 case BUTTON:
1567 case PEDESTAL:
1568 update_button (trap);
1569 goto leave;
1570
1571 case ALTAR:
1572 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator);
1574 goto leave;
1575
1576 case THROWN_OBJ:
1577 if (trap->inv == NULL)
1578 goto leave;
1579 /* fallthrough */
1580
1581 case ARROW:
1582 /* bad bug: monster throw a object, make a step forwards, step on object ,
1583 * trigger this here and get hit by own missile - and will be own enemy.
1584 * Victim then is his own enemy and will start to kill herself (this is
1585 * removed) but we have not synced victim and his missile. To avoid senseless
1586 * action, we avoid hits here
1587 */
1588 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1589 hit_with_arrow (trap, victim);
1590 goto leave;
1591
1592 case SPELL_EFFECT:
1593 apply_spell_effect (trap, victim);
1594 goto leave;
1595
1596 case TRAPDOOR:
1597 {
1598 int max, sound_was_played;
1599 object *ab, *ab_next;
1600
1601 if (!trap->value)
1602 { 1462 {
1603 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1604 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1605 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1606 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1607 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1608
1609 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1610 goto leave;
1611
1612 SET_ANIMATION (trap, trap->value);
1613 update_object (trap, UP_OBJ_FACE);
1614 } 1465 }
1615 1466
1616 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))
1617 { 1489 {
1618 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1619 * ab->above would be bogus 1491 * players output.
1620 */ 1492 */
1621 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1622 1495
1623 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1624 { 1497 victim->enter_exit (trap);
1625 if (!sound_was_played)
1626 {
1627 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1628 sound_was_played = 1;
1629 }
1630 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1631 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1632 }
1633 } 1498 }
1634 goto leave; 1499 break;
1635 }
1636 1500
1637
1638 case CONVERTER:
1639 if (convert_item (victim, trap) < 0)
1640 {
1641 object *op;
1642
1643 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1644
1645 op = get_archetype ("burnout");
1646 if (op != NULL)
1647 {
1648 op->x = trap->x;
1649 op->y = trap->y;
1650 insert_ob_in_map (op, trap->map, trap, 0);
1651 }
1652 }
1653 goto leave;
1654
1655 case TRIGGER_BUTTON:
1656 case TRIGGER_PEDESTAL:
1657 case TRIGGER_ALTAR:
1658 check_trigger (trap, victim);
1659 goto leave;
1660
1661 case DEEP_SWAMP:
1662 walk_on_deep_swamp (trap, victim);
1663 goto leave;
1664
1665 case CHECK_INV:
1666 check_inv (victim, trap);
1667 goto leave;
1668
1669 case HOLE:
1670 /* Hole not open? */
1671 if (trap->stats.wc > 0)
1672 goto leave;
1673
1674 /* Is this a multipart monster and not the head? If so, return.
1675 * Processing will happen if the head runs into the pit
1676 */
1677 if (victim->head)
1678 goto leave;
1679
1680 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1681 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1682 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1683 goto leave;
1684
1685 case EXIT:
1686 if (victim->type == PLAYER && EXIT_PATH (trap))
1687 {
1688 /* Basically, don't show exits leading to random maps the
1689 * players output.
1690 */
1691 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1692 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1693 enter_exit (victim, trap);
1694 }
1695 goto leave;
1696
1697 case ENCOUNTER: 1501 case ENCOUNTER:
1698 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1699 goto leave; 1503 break;
1700 1504
1701 case SHOP_MAT: 1505 case SHOP_MAT:
1702 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1703 goto leave; 1507 break;
1704 1508
1705 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1706 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1707 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1708 goto leave; 1512 break;
1709 1513
1710 case SIGN: 1514 case SIGN:
1711 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1712 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1713 1517
1714 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1715 goto leave; 1519 break;
1716 1520
1717 case CONTAINER: 1521 case CONTAINER:
1718 if (victim->type == PLAYER)
1719 (void) esrv_apply_container (victim, trap);
1720 else
1721 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1722 goto leave; 1523 break;
1723 1524
1724 case RUNE: 1525 case RUNE:
1725 case TRAP: 1526 case TRAP:
1726 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1727 {
1728 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1729 } 1529 break;
1730 goto leave;
1731 1530
1732 default: 1531 default:
1733 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 "
1734 "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);
1735 goto leave; 1534 break;
1736 } 1535 }
1737 1536
1738leave:
1739 recursion_depth--; 1537 recursion_depth--;
1740} 1538}
1741 1539
1742/** 1540/**
1743 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1748 int lev_diff; 1546 int lev_diff;
1749 object *skill_ob; 1547 object *skill_ob;
1750 1548
1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1752 { 1550 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1754 return; 1552 return;
1755 } 1553 }
1554
1756 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1757 { 1556 {
1758 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));
1759 return; 1558 return;
1760 } 1559 }
1761 1560
1762 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1763 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1764 if (!skill_ob) 1563 if (!skill_ob)
1765 { 1564 {
1766 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));
1767 return; 1566 return;
1768 } 1567 }
1568
1769 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1770 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1771 { 1571 {
1772 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1773 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."
1774 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1775 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."
1776 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1777 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1778 else if (lev_diff < 8)
1779 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1780 else if (lev_diff < 15)
1781 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1782 else
1783 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1784 return; 1578 return;
1785 } 1579 }
1786 1580
1581 // we currently don't use the message types for anything.
1787 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1788 1583
1789 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1790 msgType->message_type, msgType->message_subtype, 1585
1791 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1792 1589
1793 /* gain xp from reading */ 1590 /* gain xp from reading */
1794 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1795 { /* only if not read before */ 1592 { /* only if not read before */
1796 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1797 1594
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1799 { 1596 {
1800 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1801 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1802 /* If in a container, update how it looks */ 1599
1803 if (tmp->env) 1600 if (object *pl = tmp->visible_to ())
1804 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1805 else
1806 op->contr->socket.update_look = 1;
1807 } 1602 }
1603
1808 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1809 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1810 } 1606 }
1811} 1607}
1812 1608
1813/** 1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1659 }
1660}
1661
1662/**
1814 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1815 * op is the person learning the skill, tmp is the skill scroll object 1664 * op is the person learning the skill, tmp is the skill scroll object
1816 */ 1665 */
1817static void 1666static void
1818apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1819{ 1668{
1820 switch ((int) learn_skill (op, tmp)) 1669 switch (learn_skill (op, tmp))
1821 { 1670 {
1822 case 0: 1671 case 0:
1823 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1672 op->play_sound (sound_find ("generic_fail"));
1824 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1825 return; 1674 break;
1826 1675
1827 case 1: 1676 case 1:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1829 decrease_ob (tmp); 1677 tmp->decrease ();
1678 op->play_sound (sound_find ("skill_learn"));
1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1830 return; 1680 break;
1831 1681
1832 default: 1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1834 decrease_ob (tmp);
1835 return; 1686 break;
1836 } 1687 }
1837} 1688}
1838 1689
1839/** 1690/**
1840 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1860 return; 1711 return;
1861 } 1712 }
1862 return; 1713 return;
1863 } 1714 }
1864 1715
1865 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1866 tmp = get_object (); 1717
1867 copy_object (spell, tmp); 1718 tmp = spell->clone ();
1868 insert_ob_in_ob (tmp, op); 1719 insert_ob_in_ob (tmp, op);
1869 1720
1870 if (special_prayer) 1721 if (special_prayer)
1871 {
1872 SET_FLAG (tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1873 }
1874 1723
1875 esrv_add_spells (op->contr, tmp); 1724 esrv_add_spells (op->contr, tmp);
1876} 1725}
1877 1726
1878/** 1727/**
1892 { 1741 {
1893 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1894 return; 1743 return;
1895 } 1744 }
1896 1745
1897 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1898 player_unready_range_ob (op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1899 esrv_remove_spell (op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1900 remove_ob (spob); 1749 spob->destroy ();
1901 free_object (spob);
1902} 1750}
1903 1751
1904/** 1752/**
1905 * Handles player applying a spellbook. 1753 * Handles player applying a spellbook.
1906 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1754 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1911{ 1759{
1912 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1913 1761
1914 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1915 { 1763 {
1916 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1764 op->failmsg ("You are unable to read while blind.");
1917 return; 1765 return;
1918 } 1766 }
1919 1767
1920 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1921 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1922 * legacy spellbooks 1770 * legacy spellbooks
1923 */ 1771 */
1924
1925 if (tmp->slaying != NULL) 1772 if (tmp->slaying)
1926 { 1773 {
1927 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1928 if (!spell) 1776 if (!spell)
1929 { 1777 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1931 return; 1779 return;
1932 } 1780 }
1933 else 1781 else
1934 insert_ob_in_ob (spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1783
1935 tmp->slaying = NULL; 1784 tmp->slaying = 0;
1936 } 1785 }
1937 1786
1938 skop = find_skill_by_name (op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
1939 1788
1940 /* need a literacy skill to learn spells. Also, having a literacy level 1789 /* need a literacy skill to learn spells. Also, having a literacy level
1941 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
1942 if (!skop) 1791 if (!skop)
1943 { 1792 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1945 return; 1794 return;
1946 } 1795 }
1947 1796
1948 spell = tmp->inv; 1797 spell = tmp->inv;
1798
1949 if (!spell) 1799 if (!spell)
1950 { 1800 {
1951 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1952 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1953 return; 1803 return;
1954 } 1804 }
1955 if (spell->level > (skop->level + 10)) 1805
1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1956 { 1808 {
1957 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1958 return; 1811 return;
1959 } 1812 }
1960 1813
1961 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1962 1815
1963 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1964 {
1965 identify (tmp); 1817 identify (tmp);
1966 if (tmp->env)
1967 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1968 else
1969 op->contr->socket.update_look = 1;
1970 }
1971 1818
1972 /* I removed the check for special_prayer_mark here - it didn't make 1819 /* I removed the check for special_prayer_mark here - it didn't make
1973 * a lot of sense - special prayers are not found in spellbooks, and 1820 * a lot of sense - special prayers are not found in spellbooks, and
1974 * if the player doesn't know the spell, doesn't make a lot of sense that 1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1975 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1976 */ 1823 */
1977 if (check_spell_known (op, spell->name)) 1824 if (check_spell_known (op, spell->name))
1978 { 1825 {
1979 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1826 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1980 return; 1827 return;
1981 } 1828 }
1982 1829
1983 if (spell->skill) 1830 if (spell->skill)
1984 { 1831 {
1985 spell_skill = find_skill_by_name (op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
1986 if (!spell_skill) 1834 if (!spell_skill)
1987 { 1835 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1989 return; 1837 return;
1990 } 1838 }
1839
1991 if (spell_skill->level < spell->level) 1840 if (spell_skill->level < spell->level)
1992 { 1841 {
1993 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1842 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1994 return; 1843 return;
1995 } 1844 }
1996 } 1845 }
1997 1846
1998 /* Logic as follows 1847 /* Logic as follows
2007 * Overall, chances are the same but a player will find having a high 1856 * Overall, chances are the same but a player will find having a high
2008 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
2009 */ 1858 */
2010 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
2011 { 1860 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
2013 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
2014 } 1863 }
2015 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2016 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2017 { 1866 {
2018 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2019 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2020 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
2021 1869
2022 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
2023 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2024 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1872 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2025 } 1873 }
2026 else 1874 else
2027 { 1875 {
2028 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1876 op->contr->play_sound (sound_find ("fumble_spell"));
2029 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1877 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2030 } 1878 }
2031 decrease_ob (tmp); 1879
1880 tmp->decrease ();
2032} 1881}
2033 1882
2034/** 1883/**
2035 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
2036 */ 1885 */
2039{ 1888{
2040 object *skop; 1889 object *skop;
2041 1890
2042 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2043 { 1892 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1893 op->failmsg ("You are unable to read while blind.");
2045 return; 1894 return;
2046 } 1895 }
2047 1896
2048 if (!tmp->inv || tmp->inv->type != SPELL) 1897 if (!tmp->inv || tmp->inv->type != SPELL)
2049 { 1898 {
2050 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2051 return; 1900 return;
2052 } 1901 }
2053 1902
2054 if (op->type == PLAYER) 1903 if (op->type == PLAYER)
2055 { 1904 {
2061 */ 1910 */
2062 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2063 1912
2064 if (!skop) 1913 if (!skop)
2065 { 1914 {
2066 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1915 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2067 return; 1916 return;
2068 } 1917 }
2069 1918
2070 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2071 change_exp (op, exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
2072 } 1921 }
2073 1922
2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2075 identify (tmp); 1924 identify (tmp);
2076 1925
2077 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2078
2079 1927
2080 cast_spell (op, tmp, dir, tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
2081 decrease_ob (tmp); 1929 tmp->decrease ();
2082} 1930}
2083 1931
2084/** 1932/**
2085 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
2086 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
2087 * chest. 1935 * chest.
2088 */ 1936 */
2089static void 1937static void
2090apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
2091{ 1939{
2092 object *treas;
2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2094
2095
2096 /* Nice side effect of new treasure creation method is that the treasure 1940 /* Nice side effect of this treasure creation method is that the treasure
2097 * for the chest is done when the chest is created, and put into the chest 1941 * for the chest is done when the chest is created, and put into the chest
2098 * inventory. So that when the chest burns up, the items still exist. Also 1942 * inventory. So that when the chest burns up, the items still exist. Also
2099 * prevents people fromt moving chests to more difficult maps to get better 1943 * prevents people from moving chests to more difficult maps to get better
2100 * treasure 1944 * treasure
2101 */ 1945 */
2102
2103 treas = tmp->inv; 1946 object *treas = tmp->inv;
2104 if (treas == NULL) 1947
1948 if (!treas)
2105 { 1949 {
2106 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1950 op->statusmsg ("The chest was empty.");
2107 decrease_ob (tmp); 1951 tmp->decrease ();
2108 return; 1952 return;
2109 } 1953 }
1954
2110 while (tmp->inv) 1955 while (tmp->inv)
2111 { 1956 {
2112 treas = tmp->inv; 1957 treas = tmp->inv;
2113 1958 treas->remove ();
2114 remove_ob (treas);
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2116 1959
2117 treas->x = op->x; 1960 treas->x = op->x;
2118 treas->y = op->y; 1961 treas->y = op->y;
2119 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1962 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2120 1963
2121 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1964 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2122 spring_trap (treas, op); 1965 spring_trap (treas, op);
1966
2123 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
2127 */ 1971 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1972 if (op->destroyed () || tmp->destroyed ())
2129 break; 1973 break;
2130 } 1974 }
2131 1975
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1976 if (!tmp->destroyed () && !tmp->inv)
2133 decrease_ob (tmp); 1977 tmp->decrease (true);
2134
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2160 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2162 }
2163
2164 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2165 {
2166 char buf[MAX_BUF];
2167
2168 if (!is_dragon_pl (op))
2169 {
2170 /* eating message for normal players */
2171 if (tmp->type == DRINK)
2172 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2173 else
2174 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2175 }
2176 else
2177 {
2178 /* eating message for dragon players */
2179 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2180 }
2181
2182 new_draw_info (NDI_UNIQUE, 0, op, buf);
2183 capacity_remaining = 999 - op->stats.food;
2184 op->stats.food += tmp->stats.food;
2185 if (capacity_remaining < tmp->stats.food)
2186 op->stats.hp += capacity_remaining / 50;
2187 else
2188 op->stats.hp += tmp->stats.food / 50;
2189 if (op->stats.hp > op->stats.maxhp)
2190 op->stats.hp = op->stats.maxhp;
2191 if (op->stats.food > 999)
2192 op->stats.food = 999;
2193 }
2194
2195 /* special food hack -b.t. */
2196 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2197 eat_special_food (op, tmp);
2198 }
2199 }
2200 handle_apply_yield (tmp);
2201 decrease_ob (tmp);
2202} 1978}
2203 1979
2204/** 1980/**
2205 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2206 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2209 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2210 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2211 * return: 1987 * return:
2212 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2213 */ 1989 */
2214int 1990static int
2215dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2216{ 1992{
2217 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2218 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2219 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2220 1996
2221 char buf[MAX_BUF]; /* tmp. string buffer */
2222 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2223 double totalchance = 1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2224 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2225 double mbonus = 0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2226 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2228 int i; /* index */ 2003 int i; /* index */
2229 2004
2230 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2231 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2232 return 0; 2007 return 0;
2233 2008
2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2235 from the player's inventory */ 2010 from the player's inventory */
2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2237 {
2238 if (tmp->type == FORCE) 2012 if (tmp->type == FORCE)
2239 { 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2241 skin = tmp; 2014 skin = tmp;
2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2243 abil = tmp; 2016 abil = tmp;
2244 }
2245 }
2246 2017
2247 /* if either skin or ability are missing, this is an old player 2018 /* if either skin or ability are missing, this is an old player
2248 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2249 if (skin == NULL || abil == NULL) 2020 if (skin == NULL || abil == NULL)
2250 return 0; 2021 return 0;
2252 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2253 if ((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2254 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2255 else 2026 else
2256 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2257 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2258 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2259 2031
2260 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2261 2033
2262 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2263 2035
2264 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2265 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2275 2047
2276 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2277 flesh is too rare */ 2049 flesh is too rare */
2278 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2279 2051
2280 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2281 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2282 2054
2283 if (chance >= 0.) 2055 if (chance >= 0.)
2284 chance += 1.; 2056 chance += 1.;
2285 else 2057 else
2286 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2287 2059
2288 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2289 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2290 2062
2291 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2292 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2293 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2294 2066
2295 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2296 if (RANDOM () % 10000 < (int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2297 { 2069 {
2298 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2299 winners++; 2071 winners++;
2300 } 2072 }
2301 2073
2306 } 2078 }
2307 } 2079 }
2308 2080
2309 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2310 totalchance = 100 - totalchance * 100; 2082 totalchance = 100 - totalchance * 100;
2083
2311 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2312 if (totalchance > 50.) 2086 if (totalchance > 50.)
2313 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2314 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2315 sprintf (buf, "The %s tasted very good.", &meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2316 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2317 sprintf (buf, "The %s tasted good.", &meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2318 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2319 sprintf (buf, "The %s tasted bland.", &meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2320 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2321 sprintf (buf, "The %s had a boring taste.", &meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2322 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2096 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2323 sprintf (buf, "The %s tasted strange.", &meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2324 else 2098 else
2325 sprintf (buf, "The %s had no taste.", &meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2326 new_draw_info (NDI_UNIQUE, 0, op, buf); 2100
2101 op->statusmsg (buf);
2327 2102
2328 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2329 i = -1; 2104 i = -1;
2330 if (winners > 0) 2105 if (winners > 0)
2331 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2332 2107
2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 { 2109 {
2335 /* resistance increased! */ 2110 /* resistance increased! */
2336 skin->resist[i]++; 2111 skin->resist[i]++;
2337 fix_player (op); 2112 op->update_stats ();
2338 2113
2339 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2341 } 2115 }
2342 2116
2343 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2344 into the ability_force and it will take effect on next level */ 2118 into the ability_force and it will take effect on next level */
2345 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2119 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2346 { 2120 {
2347 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2121 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2348 2122
2349 if (meal->last_eat != abil->stats.exp) 2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2125 "Your metabolism prepares to focus on %s!\n"
2126 "The change will happen at level %d.",
2127 change_resist_msg[meal->last_eat],
2128 abil->level + 1
2350 { 2129 ));
2351 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 }
2356 else 2130 else
2357 { 2131 {
2358 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2359 new_draw_info (NDI_UNIQUE, 0, op, buf);
2360 abil->last_eat = 0; 2133 abil->last_eat = 0;
2361 } 2134 }
2362 } 2135 }
2136
2363 return 1; 2137 return 1;
2364} 2138}
2365 2139
2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2366static void 2144static void
2367apply_savebed (object *pl) 2145apply_food (object *op, object *tmp)
2368{ 2146{
2369#ifndef COZY_SERVER 2147 int capacity_remaining;
2370 if (!pl->contr->name_changed || !pl->stats.exp) 2148
2371 { 2149 if (op->type != PLAYER)
2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2150 op->stats.hp = op->stats.maxhp;
2373 return; 2151 else
2374 } 2152 {
2375#endif 2153 /* check if this is a dragon (player), eating some flesh */
2376 INVOKE_PLAYER (LOGOUT, pl->contr); 2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2377 /* Need to call terminate_all_pets() before we remove the player ob */ 2155 ;
2378 terminate_all_pets (pl); 2156 else
2379 remove_ob (pl); 2157 {
2380 pl->direction = 0; 2158 /* usual case - no dragon meal: */
2381 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2382 2166
2383 /* update respawn position */ 2167 tmp->play_sound (
2384 strcpy (pl->contr->savebed_map, pl->map->path); 2168 tmp->sound
2385 pl->contr->bed_x = pl->x; 2169 ? tmp->sound
2386 pl->contr->bed_y = pl->y; 2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2387 2174
2388 strcpy (pl->contr->killer, "left"); 2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2389 check_score (pl); /* Always check score */ 2176 {
2390 (void) save_player (pl, 0); 2177 const char *buf;
2391 pl->map->players--; 2178
2392#if MAP_MAXTIMEOUT 2179 if (!op->is_dragon ())
2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2180 {
2394#endif 2181 /* eating message for normal players */
2395 play_again (pl); 2182 if (tmp->type == DRINK)
2396 pl->speed = 0; 2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2397 update_ob_speed (pl); 2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2210 }
2211
2212 handle_apply_yield (tmp);
2213 tmp->decrease ();
2398} 2214}
2399 2215
2400/** 2216/**
2401 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2402 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2404static void 2220static void
2405apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2406{ 2222{
2407 object *armor; 2223 object *armor;
2408 2224
2409 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2225 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2410 { 2226 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2227 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2412 return; 2228 return;
2413 } 2229 }
2230
2414 armor = find_marked_object (op); 2231 armor = find_marked_object (op);
2232
2415 if (!armor) 2233 if (!armor)
2416 { 2234 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2235 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2418 return; 2236 return;
2419 } 2237 }
2238
2420 if (armor->type != ARMOUR 2239 if (armor->type != ARMOUR
2421 && armor->type != CLOAK 2240 && armor->type != CLOAK
2422 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2241 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2423 { 2242 {
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2243 op->failmsg ("Your marked item is not armour!\n");
2425 return; 2244 return;
2426 } 2245 }
2427 2246
2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2429 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2430} 2249}
2431 2250
2432 2251void
2433extern void
2434apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2435{ 2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2436 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2437 { 2260 {
2438 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2439 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2440 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2441 } 2264 }
2265
2442 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2443 { 2267 {
2444 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2445 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2446 } 2270 }
2271
2447 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2448 handle_apply_yield (tmp); 2273 poison->destroy ();
2449 decrease_ob (tmp);
2450} 2274}
2451 2275
2452/** 2276/**
2453 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2277 * This function will try to apply a lighter and in case no lighter
2454 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2455 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2456 * -You are
2457 * ° the owner of the exit
2458 * ° or in the same party as the owner
2459 * 2280 *
2460 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2461 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2462 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * lighter - the lighter or 0 if a lighter has yet to be found
2463 */ 2284 */
2464int 2285static object *
2465is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2466{ 2287{
2467 object *tmp; 2288 if (lighter == 0)
2468 object *exit_owner;
2469 player *pp;
2470 mapstruct *exitmap;
2471
2472 if (exit->stats.exp != 1)
2473 return 1; /*This is not a 2 way, so it is legal */
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at
2477 * all the exits in destination and try to find one with same path as
2478 * the current exit's position */
2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else
2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap)
2484 { 2289 {
2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2486 if (!tmp)
2487 return 0;
2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2489 { 2291 {
2490 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2491 continue; /*Not an exit */
2492 if (!EXIT_PATH (tmp))
2493 continue; /*Not a valid exit */
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2497 continue; /*Not in the same map */
2498
2499 /* From here we have found the exit is valid. However we do
2500 * here the check of the exit owner. It is important for the
2501 * town portals to prevent strangers from visiting your appartments
2502 */
2503 if (!exit->race)
2504 return 1; /*No owner, free for all! */
2505 exit_owner = NULL;
2506 for (pp = first_player; pp; pp = pp->next)
2507 { 2293 {
2508 if (!pp->ob) 2294 lighter = tmp;
2509 continue;
2510 if (pp->ob->name != exit->race)
2511 continue;
2512 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2513 break; 2295 break;
2514 } 2296 }
2515 if (!exit_owner) 2297 }
2516 return 0; /* No more owner */ 2298
2517 if (exit_owner->contr == op->contr) 2299 if (!lighter)
2518 return 1; /*It is your exit */ 2300 {
2519 if (exit_owner && /*There is a owner */ 2301 who->failmsg (format (
2520 (op->contr) && /*A player tries to pass */ 2302 "You can't light up the %s with your bare hands! "
2521 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2522 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2304 &op->name));
2523 return 0; 2305 return 0;
2306 }
2307 }
2308
2309 // last_eat == 0 means the lighter is not being used up!
2310 if (lighter->last_eat && lighter->stats.food)
2311 {
2312 /* lighter gets used up */
2313 lighter = lighter->split ();
2314 lighter->stats.food--;
2315 who->insert (lighter);
2316 }
2317 else if (lighter->last_eat)
2318 {
2319 /* no charges left in lighter */
2320 who->failmsg (format (
2321 "You attempt to light the %s with a used up %s.",
2322 &op->name, &lighter->name));
2323 return 0;
2324 }
2325
2326 return lighter;
2327}
2328
2329/**
2330 * Designed primarily to light torches/lanterns/etc.
2331 * Also burns up burnable material too. First object in the inventory is
2332 * the selected object to "burn". -b.t.
2333 */
2334static void
2335apply_lighter (object *who, object *lighter)
2336{
2337 object *item;
2338 int is_player_env = 0;
2339
2340 item = find_marked_object (who);
2341 if (item)
2342 {
2343 if (!auto_apply_lighter (who, item, lighter))
2344 return;
2345
2346 /* Perhaps we should split what we are trying to light on fire?
2347 * I can't see many times when you would want to light multiple
2348 * objects at once.
2349 */
2350
2351 save_throw_object (item, AT_FIRE, who);
2352
2353 if (item->destroyed ()
2354 || ((item->type == LAMP || item->type == TORCH)
2355 && item->glow_radius > 0))
2356 who->statusmsg (format (
2357 "You light the %s with the %s.",
2358 &item->name, &lighter->name));
2359 else
2360 who->failmsg (format (
2361 "You attempt to light the %s with the %s and fail.",
2362 &item->name, &lighter->name));
2363 }
2364 else
2365 who->failmsg ("You need to mark a lightable object.");
2366}
2367
2368/**
2369 * This function generates a cursed effect for cursed lamps and torches.
2370 */
2371static void
2372player_apply_lamp_cursed_effect (object *who, object *op)
2373{
2374 if (op->level)
2375 {
2376 who->failmsg (format (
2377 "The %s was cursed, it explodes in a big fireball!",
2378 &op->name));
2379 create_exploding_ball_at (who, op->level);
2380 }
2381 else
2382 {
2383 who->failmsg (format (
2384 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385 &op->name));
2386 }
2387
2388 op->destroy ();
2389}
2390
2391/**
2392 * Apply for players and lamps
2393 *
2394 * who - the player
2395 * op - the lamp
2396 */
2397static void
2398player_apply_lamp (object *who, object *op)
2399{
2400 bool switch_on = op->glow_radius ? false : true;
2401
2402 if (switch_on)
2403 {
2404 object *lighter = 0;
2405
2406 if (op->flag [FLAG_IS_LIGHTABLE]
2407 && !(lighter = auto_apply_lighter (who, op, 0)))
2408 return;
2409
2410 if (op->stats.food < 1)
2411 {
2412 if (op->type == LAMP)
2413 who->failmsg (format (
2414 "The %s is out of fuel! "
2415 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416 &op->name));
2417 else
2418 who->failmsg (format (
2419 "The %s is burnt out! "
2420 "H<Torches and similar items burn out and become worthless.>",
2421 &op->name));
2524 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2525 } 2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2431 if (lighter)
2432 who->statusmsg (format (
2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2434 else
2435 who->statusmsg (format ("You light up the %s.", &op->name));
2436 }
2437 else
2526 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2444
2445 if (op->type == TORCH)
2446 {
2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2448 {
2449 who->statusmsg (format (
2450 "You put out the %s. "
2451 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452 &op->name, &op->name));
2453 }
2454 else
2455 who->statusmsg (format (
2456 "You put out the %s."
2457 "H<Torches wear out if you put them out.>",
2458 &op->name));
2459 }
2460 else
2461 who->statusmsg (format ("You turn off the %s.", &op->name));
2462 }
2463
2464 apply_lamp (op, switch_on);
2465}
2466
2467void get_animation_from_arch (object *op, arch_ptr a)
2468{
2469 op->animation_id = a->animation_id;
2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472 op->anim_speed = a->anim_speed;
2473 op->last_anim = 0;
2474 op->state = 0;
2475 op->face = a->face;
2476
2477 if (NUM_ANIMATIONS(op) > 1)
2478 {
2479 SET_ANIMATION(op, 0);
2480 animate_object (op, op->direction);
2481 }
2482 else
2483 update_object (op, UP_OBJ_FACE);
2484}
2485
2486/**
2487 * Apply for LAMPs and TORCHes.
2488 *
2489 * op - the lamp
2490 * switch_on - a flag which says whether the lamp should be switched on or off
2491 */
2492void apply_lamp (object *op, bool switch_on)
2493{
2494 op->set_glow_radius (switch_on ? op->range : 0);
2495 op->set_speed (switch_on ? op->arch->speed : 0);
2496
2497 // torches wear out if you put them out
2498 if (op->type == TORCH && !switch_on)
2499 {
2500 if (op->flag [FLAG_IS_LIGHTABLE])
2501 {
2502 op->stats.food -= (double) op->arch->stats.food / 15;
2503 if (op->stats.food < 0)
2504 op->stats.food = 0;
2505 }
2506 else
2507 op->stats.food = 0;
2508 }
2509
2510 // lamps and torched get worthless when used up
2511 if (op->stats.food <= 0)
2512 op->value = 0;
2513
2514 // FIXME: This is a hack to make the more sane torches and lamps
2515 // still animated ;-/
2516 if (op->other_arch)
2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518
2519 if (object *pl = op->visible_to ())
2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2527 return 0; 2545 return;
2528}
2529 2546
2547 marked = find_marked_object (pl);
2548
2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2552 return;
2553 }
2554
2555 if (!marked->slaying)
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 /* check whether they are compatible or not */
2562 find = strstr (&marked->slaying, transformer->arch->archname);
2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2564 {
2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2566 return;
2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2572 {
2573 yield = atoi (find);
2574 if (yield < 1)
2575 {
2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2577 yield = 1;
2578 }
2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2606 return;
2607 }
2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2621}
2530 2622
2531/** 2623/**
2532 * Main apply handler. 2624 * Main apply handler.
2533 * 2625 *
2534 * Checks for unpaid items before applying. 2626 * Checks for unpaid items before applying.
2536 * Return value: 2628 * Return value:
2537 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2538 * 1: has been applied, or there was an error applying the object 2630 * 1: has been applied, or there was an error applying the object
2539 * 2: objects of that type can't be applied if not in inventory 2631 * 2: objects of that type can't be applied if not in inventory
2540 * 2632 *
2541 * op is the object that is causing object to be applied, tmp is the object 2633 * who is the object that is causing object to be applied, op is the object
2542 * being applied. 2634 * being applied.
2543 * 2635 *
2544 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2545 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2546 */ 2638 */
2547
2548int 2639int
2549manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2550{ 2641{
2551 if (tmp->head) 2642 op = op->head_ ();
2552 tmp = tmp->head;
2553 2643
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2555 { 2645 {
2556 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2557 { 2647 {
2558 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2648 examine (who, op);
2649 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2559 return 1; 2650 return 1;
2560 } 2651 }
2561 else 2652 else
2562 {
2563 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2564 }
2565 } 2654 }
2566 2655
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2568 return RESULT_INT (0); 2657 return RESULT_INT (0);
2569 2658
2570 switch (tmp->type) 2659 switch (op->type)
2571 { 2660 {
2572
2573 case CF_HANDLE: 2661 case T_HANDLE:
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2662 who->play_sound (sound_find ("turn_handle"));
2575 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2663 who->statusmsg ("You turn the handle.");
2576 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2578 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2579 push_button (tmp); 2667 push_button (op, who);
2580 return 1; 2668 return 1;
2581 2669
2582 case TRIGGER: 2670 case TRIGGER:
2583 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2584 { 2672 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2586 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2674 who->play_sound (sound_find ("turn_handle"));
2587 } 2675 }
2588 else 2676 else
2589 { 2677 who->failmsg ("The handle doesn't move.");
2590 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2678
2591 }
2592 return 1; 2679 return 1;
2593 2680
2594 case EXIT: 2681 case EXIT:
2595 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2596 return 0; 2683 return 0;
2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2684
2598 { 2685 if (!EXIT_PATH (op))
2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2686 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)));
2600 }
2601 else 2687 else
2602 { 2688 {
2603 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2604 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2691 who->statusmsg (op->msg, NDI_NAVY);
2692
2606 enter_exit (op, tmp); 2693 who->enter_exit (op);
2607 } 2694 }
2695
2608 return 1; 2696 return 1;
2609 2697
2698 case INSCRIBABLE:
2699 who->statusmsg (op->msg);
2700 // maybe show a spell menu to chose from or something like that
2701 return 1;
2702
2610 case SIGN: 2703 case SIGN:
2611 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2612 return 1; 2705 return 1;
2613 2706
2614 case BOOK: 2707 case BOOK:
2615 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2616 { 2709 {
2617 apply_book (op, tmp); 2710 apply_book (who, op);
2618 return 1; 2711 return 1;
2619 } 2712 }
2620 else 2713 else
2714 return 0;
2715
2716 case SKILLSCROLL:
2717 if (who->type == PLAYER)
2621 { 2718 {
2622 return 0;
2623 }
2624
2625 case SKILLSCROLL:
2626 if (op->type == PLAYER)
2627 {
2628 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SPELLBOOK:
2634 if (op->type == PLAYER)
2635 {
2636 apply_spellbook (op, tmp);
2637 return 1;
2638 }
2639 return 0;
2640
2641 case SCROLL:
2642 apply_scroll (op, tmp, 0);
2643 return 1;
2644
2645 case POTION:
2646 (void) apply_potion (op, tmp);
2647 return 1;
2648
2649 /* Eneq(@csd.uu.se): Handle apply on containers. */
2650 case CLOSE_CON:
2651 if (op->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env);
2655 return 1;
2656
2657 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp);
2662 return 1;
2663
2664 case TREASURE:
2665 if (op->type == PLAYER)
2666 {
2667 apply_treasure (op, tmp);
2668 return 1; 2720 return 1;
2669 } 2721 }
2670 else 2722 else
2723 return 0;
2724
2725 case SPELLBOOK:
2726 if (who->type == PLAYER)
2671 { 2727 {
2728 apply_spellbook (who, op);
2672 return 0; 2729 return 1;
2673 } 2730 }
2731 else
2732 return 0;
2733
2734 case SCROLL:
2735 apply_scroll (who, op, 0);
2736 return 1;
2737
2738 case POTION:
2739 apply_potion (who, op);
2740 return 1;
2741
2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2743 //TODO: remove, as it is unsed?
2744 case CLOSE_CON:
2745 apply_container (who, op->env);
2746 return 1;
2747
2748 case CONTAINER:
2749 apply_container (who, op);
2750 return 1;
2751
2752 case TREASURE:
2753 if (who->type == PLAYER)
2754 {
2755 apply_treasure (who, op);
2756 return 1;
2757 }
2758 else
2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2674 2765
2675 case WEAPON: 2766 case WEAPON:
2676 case ARMOUR: 2767 case ARMOUR:
2677 case BOOTS: 2768 case BOOTS:
2678 case GLOVES: 2769 case GLOVES:
2686 case WAND: 2777 case WAND:
2687 case ROD: 2778 case ROD:
2688 case HORN: 2779 case HORN:
2689 case SKILL: 2780 case SKILL:
2690 case BOW: 2781 case BOW:
2691 case LAMP:
2692 case BUILDER: 2782 case BUILDER:
2693 case SKILL_TOOL: 2783 case SKILL_TOOL:
2694 if (tmp->env != op) 2784 if (op->env != who)
2695 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2786
2696 (void) apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2697 return 1; 2788 return 1;
2698 2789
2699 case DRINK: 2790 case DRINK:
2700 case FOOD: 2791 case FOOD:
2701 case FLESH: 2792 case FLESH:
2702 apply_food (op, tmp); 2793 apply_food (who, op);
2703 return 1; 2794 return 1;
2704 2795
2705 case POISON: 2796 case POISON:
2706 apply_poison (op, tmp); 2797 apply_poison (who, op);
2707 return 1; 2798 return 1;
2708 2799
2709 case SAVEBED: 2800 case SAVEBED:
2801 return 1;
2802
2803 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2711 { 2805 {
2712 apply_savebed (op); 2806 apply_armour_improver (who, op);
2713 return 1; 2807 return 1;
2714 } 2808 }
2715 else 2809 else
2810 return 0;
2811
2812 case WEAPON_IMPROVER:
2813 check_improve_weapon (who, op);
2814 return 1;
2815
2816 case CLOCK:
2817 if (who->type == PLAYER)
2716 { 2818 {
2717 return 0; 2819 char buf[MAX_BUF];
2820 timeofday_t tod;
2821
2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2825 "It is %d minute%s past %d o'clock %s",
2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2718 } 2828 ));
2719
2720 case ARMOUR_IMPROVER:
2721 if (op->type == PLAYER)
2722 {
2723 apply_armour_improver (op, tmp);
2724 return 1; 2829 return 1;
2725 } 2830 }
2726 else 2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2727 { 2836 {
2728 return 0; 2837 shop_listing (op, who);
2729 }
2730
2731 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon (op, tmp);
2733 return 1;
2734
2735 case CLOCK:
2736 if (op->type == PLAYER)
2737 {
2738 char buf[MAX_BUF];
2739 timeofday_t tod;
2740
2741 get_tod (&tod);
2742 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2743 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2744 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2746 new_draw_info (NDI_UNIQUE, 0, op, buf);
2747 return 1; 2838 return 1;
2748 } 2839 }
2749 else 2840 else
2841 return 0;
2842
2843 case POWER_CRYSTAL:
2844 apply_power_crystal (who, op); /* see egoitem.c */
2845 return 1;
2846
2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2848 if (who->type == PLAYER)
2750 { 2849 {
2751 return 0; 2850 apply_lighter (who, op);
2752 }
2753
2754 case MENU:
2755 if (op->type == PLAYER)
2756 {
2757 shop_listing (op);
2758 return 1; 2851 return 1;
2759 } 2852 }
2760 else 2853 else
2761 {
2762 return 0; 2854 return 0;
2763 }
2764
2765 case POWER_CRYSTAL:
2766 apply_power_crystal (op, tmp); /* see egoitem.c */
2767 return 1;
2768
2769 case LIGHTER: /* for lighting torches/lanterns/etc */
2770 if (op->type == PLAYER)
2771 {
2772 apply_lighter (op, tmp);
2773 return 1;
2774 }
2775 else
2776 {
2777 return 0;
2778 }
2779 2855
2780 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2781 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2782 return 1; 2858 return 1;
2783 2859
2784 default: 2860 default:
2785 return 0; 2861 return 0;
2786 } 2862 }
2787} 2863}
2788
2789 2864
2790/* quiet suppresses the "don't know how to apply" and "you must get it first" 2865/* quiet suppresses the "don't know how to apply" and "you must get it first"
2791 * messages as needed by player_apply_below(). But there can still be 2866 * messages as needed by player_apply_below(). But there can still be
2792 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2793 * 2868 *
2794 * Same return value as apply() function. 2869 * Same return value as apply() function.
2795 */ 2870 */
2796int 2871int
2797player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2798{ 2873{
2799 int tmp;
2800
2801 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2802 { 2875 {
2803 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2804 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2805 { 2878 {
2806 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2879 pl->failmsg ("But you are floating high above the ground! "
2880 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2881 "or waiting till the levitation effect wears off.>");
2807 return 0; 2882 return 0;
2808 } 2883 }
2809 } 2884 }
2810 2885
2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2812 * applied.
2813 */
2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2815 {
2816 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2817 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2819 remove_ob (op);
2820 free_object (op);
2821 return 1;
2822 }
2823
2824 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2825 pl->contr->last_used_id = op->count;
2826 2887
2827 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2828 if (!quiet) 2890 if (!quiet)
2829 { 2891 {
2830 if (tmp == 0) 2892 if (tmp == 0)
2831 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2893 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2832 else if (tmp == 2) 2894 else if (tmp == 2)
2833 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2895 pl->failmsg ("You must get it first!\n");
2834 } 2896 }
2897
2835 return tmp; 2898 return tmp;
2836} 2899}
2837 2900
2838/** 2901/**
2839 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2840 * If the player has an open container, we use that for below, otherwise 2903 * If the player has an open container, we use that for below, otherwise
2841 * we use the ground. 2904 * we use the ground.
2842 */ 2905 */
2843
2844void 2906void
2845player_apply_below (object *pl) 2907player_apply_below (object *pl)
2846{ 2908{
2847 object *tmp, *next;
2848 int floors; 2909 int floors = 0;
2849 2910
2850 /* If using a container, set the starting item to be the top 2911 /* If using a container, set the starting item to be the top
2851 * item in the container. Otherwise, use the map. 2912 * item in the container. Otherwise, use the map.
2852 */
2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2854
2855 /* This is perhaps more complicated. However, I want to make sure that 2913 * This is perhaps more complicated. However, I want to make sure that
2856 * we don't use a corrupt pointer for the next object, so we get the 2914 * we don't use a corrupt pointer for the next object, so we get the
2857 * next object in the stack before applying. This is can only be a 2915 * next object in the stack before applying. This is can only be a
2858 * problem if player_apply() has a bug in that it uses the object but does 2916 * problem if player_apply() has a bug in that it uses the object but does
2859 * not return a proper value. 2917 * not return a proper value.
2860 */ 2918 */
2861 for (floors = 0; tmp != NULL; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2862 { 2920 {
2863 next = tmp->below; 2921 next = tmp->below;
2922
2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2865 floors++; 2924 floors++;
2866 else if (floors > 0) 2925 else if (floors > 0)
2867 return; /* process only floor objects after first floor object */ 2926 return; /* process only floor objects after first floor object */
2868 2927
2870 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2871 * so that at least one of players movement types be that which 2930 * so that at least one of players movement types be that which
2872 * the item needs. 2931 * the item needs.
2873 */ 2932 */
2874 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2875 {
2876 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2877 return; 2935 return;
2878 } 2936
2879 if (floors >= 2) 2937 if (floors >= 2)
2880 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2881 } 2939 }
2882} 2940}
2883 2941
2888 * to keep the size of apply_special to a more managable size. 2946 * to keep the size of apply_special to a more managable size.
2889 */ 2947 */
2890static int 2948static int
2891unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2892{ 2950{
2893 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2894 return RESULT_INT (0); 2953 return RESULT_INT (0);
2895 2954
2896 object *tmp2;
2897
2898 CLEAR_FLAG (op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2956
2899 switch (op->type) 2957 switch (op->type)
2900 { 2958 {
2959 case SKILL_TOOL:
2960 // unapplying a skill tool should also unapply the skill it governs
2961 // but this is hard, as it shouldn't do so when the skill can
2962 // be used for other reasons
2963 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2964 if (tmp->skill == op->skill
2965 && tmp->type == SKILL
2966 && tmp->flag [FLAG_APPLIED]
2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2968 unapply_special (who, tmp, 0);
2969
2970 change_abil (who, op);
2971 break;
2972
2901 case WEAPON: 2973 case WEAPON:
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2974 if (player *pl = who->contr)
2975 if (op == pl->combat_ob)
2976 {
2977 pl->combat_ob = 0;
2978 who->change_weapon (pl->ranged_ob);
2979 }
2903 2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2904 (void) change_abil (who, op); 2983 change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break; 2985 break;
2909 2986
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL: 2987 case SKILL:
2912 if (op != who->chosen_skill) 2988 if (who->contr)
2913 { 2989 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2990 if (IS_COMBAT_SKILL (op->subtype))
2991 who->change_weapon (who->contr->combat_ob = 0);
2992 else if (IS_RANGED_SKILL (op->subtype))
2993 who->change_weapon (who->contr->ranged_ob = 0);
2994
2995 if (op->invisible)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2997 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2915 } 2999 }
2916 if (who->type == PLAYER) 3000
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible)
2921 {
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op); 3001 change_abil (who, op);
2930 who->chosen_skill = NULL;
2931 CLEAR_FLAG (who, FLAG_READY_SKILL); 3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break; 3003 break;
2933 3004
2934 case ARMOUR: 3005 case ARMOUR:
2935 case HELMET: 3006 case HELMET:
2939 case GLOVES: 3010 case GLOVES:
2940 case AMULET: 3011 case AMULET:
2941 case GIRDLE: 3012 case GIRDLE:
2942 case BRACERS: 3013 case BRACERS:
2943 case CLOAK: 3014 case CLOAK:
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2945 (void) change_abil (who, op); 3016 change_abil (who, op);
2946 break; 3017 break;
2947 case LAMP: 3018
2948 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2949 tmp2 = arch_to_object (op->other_arch);
2950 tmp2->x = op->x;
2951 tmp2->y = op->y;
2952 tmp2->map = op->map;
2953 tmp2->below = op->below;
2954 tmp2->above = op->above;
2955 tmp2->stats.food = op->stats.food;
2956 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2958 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2959 if (who->type == PLAYER)
2960 esrv_del_item (who->contr, (tag_t) op->count);
2961 remove_ob (op);
2962 free_object (op);
2963 insert_ob_in_ob (tmp2, who);
2964 fix_player (who);
2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 {
2967 if (who->type == PLAYER)
2968 {
2969 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2971 }
2972 }
2973 if (who->type == PLAYER)
2974 esrv_send_item (who, tmp2);
2975 return 1; /* otherwise, an attempt to drop causes problems */
2976 break;
2977 case BOW: 3019 case BOW:
2978 case WAND: 3020 case WAND:
2979 case ROD: 3021 case ROD:
2980 case HORN: 3022 case HORN:
2981 clear_skill (who); 3023 if (player *pl = who->contr)
2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 if (who->type == PLAYER)
2984 { 3024 {
2985 who->contr->shoottype = range_none; 3025 if (op == pl->ranged_ob)
3026 {
3027 pl->ranged_ob = 0;
3028 who->change_weapon (pl->combat_ob);
3029 }
3030
3031 who->statusmsg (format ("You unready %s.", query_name (op)));
2986 } 3032 }
2987 else 3033 else
2988 { 3034 {
3035 who->change_skill (0);
3036
2989 if (op->type == BOW) 3037 if (op->type == BOW)
2990 CLEAR_FLAG (who, FLAG_READY_BOW); 3038 CLEAR_FLAG (who, FLAG_READY_BOW);
2991 else 3039 else
2992 CLEAR_FLAG (who, FLAG_READY_RANGE); 3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
2993 } 3041 }
3042
2994 break; 3043 break;
2995 3044
2996 case BUILDER: 3045 case BUILDER:
2997 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3046 if (who->contr)
2998 who->contr->shoottype = range_none; 3047 who->statusmsg (format ("You unready %s.", query_name (op)));
2999 who->contr->ranges[range_builder] = NULL;
3000 break; 3048 break;
3001 3049
3002 default: 3050 default:
3003 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
3004 break; 3052 break;
3005 } 3053 }
3006 3054
3007 fix_player (who); 3055 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3008 3056 if (object *pl = op->visible_to ())
3009 if (!(aflags & AP_NO_MERGE))
3010 {
3011 object *tmp;
3012
3013 tag_t del_tag = op->count;
3014
3015 tmp = merge_ob (op, NULL);
3016 if (who->type == PLAYER)
3017 {
3018 if (tmp)
3019 { /* it was merged */
3020 esrv_del_item (who->contr, del_tag);
3021 op = tmp;
3022 }
3023 esrv_send_item (who, op); 3057 esrv_send_item (pl, op);
3024 } 3058
3025 } 3059 who->update_stats ();
3060
3026 return 0; 3061 return 0;
3027} 3062}
3028 3063
3029/** 3064/**
3030 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
3031 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
3032 * then go through the below of this. In this way, you can do 3067 * then go through the below of this. In this way, you can do
3033 * something like: 3068 * something like:
3034 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
3035 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3036 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
3037 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
3038 * loc is the index into the array we are looking for a match. 3073 * loc is the index into the array we are looking for a match.
3039 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
3040 * invisible other objects that use 3075 * invisible other objects that use
3041 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
3042 */ 3077 */
3043object * 3078static object *
3044get_item_from_body_location (object *start, int loc) 3079get_next_item_from_body_location (int loc, object *start)
3045{ 3080{
3046 object *tmp;
3047
3048 if (!start)
3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
3052 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3082 if (tmp->flag [FLAG_APPLIED]
3083 && tmp->slot[loc].info
3084 && (!tmp->invisible || tmp->type == SKILL))
3053 return tmp; 3085 return tmp;
3054 3086
3055 return NULL; 3087 return 0;
3056} 3088}
3057
3058
3059 3089
3060/** 3090/**
3061 * 'op' wants to apply an object, but can't because of other equipment. 3091 * 'op' wants to apply an object, but can't because of other equipment.
3062 * This should only be called when it is known 3092 * This should only be called when it is known
3063 * that there are objects to unapply. This makes pretty heavy 3093 * that there are objects to unapply. This makes pretty heavy
3066 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
3067 * if aflags is AP_PRINT, we instead print out waht to unapply 3097 * if aflags is AP_PRINT, we instead print out waht to unapply
3068 * instead of doing it. This is a lot less code than having 3098 * instead of doing it. This is a lot less code than having
3069 * another function that does just that. 3099 * another function that does just that.
3070 */ 3100 */
3071int 3101
3102#define CANNOT_REMOVE_CURSED \
3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3104 "Praying over an altar, scrolls of remove curse/damnation, " \
3105 "priests or even other players might help.>"
3106
3107static int
3072unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3073{ 3109{
3074 int i; 3110 if (op->is_range ())
3075 object *tmp = NULL, *last;
3076
3077 /* If we are applying a shield or weapon, unapply any equipped shield
3078 * or weapons first - only allowed to use one weapon/shield at a time.
3079 */
3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3082 for (tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3085 {
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3113 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3087 { 3114 {
3088 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3116 who->failmsg (query_name (tmp));
3090 else 3117 else
3091 unapply_special (who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
3092 } 3119 }
3093 else 3120 else
3094 { 3121 {
3095 /* In this case, we want to try and remove a cursed item. 3122 /* In this case, we want to try and remove a cursed item.
3096 * While we know it won't work, we want unapply_special to 3123 * While we know it won't work, we want unapply_special to
3097 * at least generate the message. 3124 * at least generate the message.
3098 */ 3125 */
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3126 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3100 return 1; 3127 return 1;
3101 }
3102
3103 } 3128 }
3104 }
3105 }
3106 3129
3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 { 3131 {
3109 /* this used up a slot that we need to free */ 3132 /* this used up a slot that we need to free */
3110 if (op->body_info[i]) 3133 if (op->slot[i].info)
3111 { 3134 {
3112 last = who->inv; 3135 object *last = who->inv;
3113 3136
3114 /* We do a while loop - may need to remove several items in order 3137 /* We do a while loop - may need to remove several items in order
3115 * to free up enough slots. 3138 * to free up enough slots.
3116 */ 3139 */
3117 while ((who->body_used[i] + op->body_info[i]) < 0) 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
3118 { 3141 {
3119 tmp = get_item_from_body_location (last, i); 3142 object *tmp = get_next_item_from_body_location (i, last);
3143
3120 if (!tmp) 3144 if (!tmp)
3121 { 3145 {
3122#if 0 3146#if 0
3123 /* Not a bug - we'll get this if the player has cursed items 3147 /* Not a bug - we'll get this if the player has cursed items
3124 * equipped. 3148 * equipped.
3125 */ 3149 */
3126 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3150 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3127#endif 3151#endif
3128 return 1; 3152 return 1;
3129 } 3153 }
3154
3130 /* If we are just printing, we don't care about cursed status */ 3155 /* If we are just printing, we don't care about cursed status */
3131 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3156 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3132 { 3157 {
3133 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3159 who->failmsg (query_name (tmp));
3135 else 3160 else
3136 unapply_special (who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
3137 } 3162 }
3138 else 3163 else
3139 { 3164 {
3140 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
3141 * Note this could be annoying if this is just one of a few, 3166 * Note this could be annoying if this is just one of a few,
3142 * so it may not be critical (eg, putting on a ring and you have 3167 * so it may not be critical (eg, putting on a ring and you have
3143 * one cursed ring.) 3168 * one cursed ring.)
3144 */ 3169 */
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3170 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3146 } 3171 }
3172
3147 last = tmp->below; 3173 last = tmp->below;
3148 } 3174 }
3149 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3175 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3150 * return in the !tmp would have kicked in. 3176 * return in the !tmp would have kicked in.
3151 */ 3177 */
3152 } /* if op is using this body location */ 3178 } /* if op is using this body location */
3153 } /* for body lcoations */ 3179 } /* for body lcoations */
3180
3154 return 0; 3181 return 0;
3155} 3182}
3156 3183
3157/** 3184/**
3158 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
3159 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
3160 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
3161 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
3162 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3189 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3163 * is set, do we really are what the other flags may be?) 3190 * is set, do we really care what the other flags may be?)
3164 * 3191 *
3165 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
3166 * these return values. 3193 * these return values.
3167 */ 3194 */
3168int 3195int
3169can_apply_object (object *who, object *op) 3196can_apply_object (object *who, object *op)
3170{ 3197{
3171 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3198 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3172 return RESULT_INT (0); 3199 return RESULT_INT (0);
3173 3200
3174 int i, retval = 0; 3201 int retval = 0;
3175 object *tmp = NULL, *ws = NULL; 3202 object *tmp = 0, *ws = 0;
3176 3203
3177 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3178 * 2 weapons, but we don't want to let them do that. So if they are
3179 * trying to equip a weapon or shield, see if they already have one
3180 * in place and store that way.
3181 */
3182 if (op->type == WEAPON || op->type == SHIELD)
3183 { 3205 {
3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3206 if (op->slot[i].info)
3185 { 3207 {
3186 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3208 /* Item uses more slots than we have */
3209 if (who->slot[i].info + op->slot [i].info < 0)
3187 { 3210 {
3188 retval = CAN_APPLY_UNAPPLY;
3189 ws = tmp;
3190 }
3191 }
3192 }
3193
3194
3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3197 if (op->body_info[i])
3198 {
3199 /* Item uses more slots than we have */
3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3202 /* Could return now for efficiently - rest of info below isn' 3211 /* Could return now for efficiency - rest of info below isn't
3203 * really needed. 3212 * really needed.
3204 */ 3213 */
3205 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
3206 } 3215 }
3207 else if ((who->body_used[i] + op->body_info[i]) < 0) 3216 else if (who->slot[i].used + op->slot[i].info < 0)
3208 { 3217 {
3209 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
3210 * we have. 3219 * we have.
3211 */ 3220 */
3212 object *tmp1;
3213
3214 3221
3215 /* if we have an applied weapon/shield, and unapply it would free 3222 /* if we have an applied weapon/shield, and unapply it would free
3216 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
3217 * continue. We don't care about the logic below - if you have 3224 * apply unapply". We don't care about the logic below - if you have a
3218 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
3219 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
3220 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
3221 * may be two handed for example. 3228 * may be two handed for example.
3222 */ 3229 */
3223 if (ws) 3230 if (ws)
3224 { 3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3226 { 3232 {
3227 retval |= CAN_APPLY_UNAPPLY; 3233 retval |= CAN_APPLY_UNAPPLY;
3228 continue; 3234 continue;
3229 } 3235 }
3230 }
3231 3236
3232 tmp1 = get_item_from_body_location (who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3233 if (!tmp1) 3238 if (!tmp1)
3234 { 3239 {
3235#if 0 3240#if 0
3236 /* This is sort of an error, but happens a lot when old players 3241 /* This is sort of an error, but happens a lot when old players
3237 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
3245 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
3246 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
3247 * to apply multiple objects 3252 * to apply multiple objects
3248 */ 3253 */
3249 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3255
3250 if (!tmp) 3256 if (!tmp)
3251 tmp = tmp1; 3257 tmp = tmp1;
3252 else if (tmp != tmp1) 3258 else if (tmp != tmp1)
3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT; 3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 } 3260
3256 /* This object isn't using up all the slots, so there must 3261 /* This object isn't using up all the slots, so there must
3257 * be another. If so, and it the new item doesn't need all 3262 * be another. If so, and it the new item doesn't need all
3258 * the slots, the player then has a choice. 3263 * the slots, the player then has a choice.
3259 */ 3264 */
3260 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3265 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3266 && abs (op->slot[i].info) < who->slot[i].info)
3261 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3267 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3262 3268
3263 /* Does unequippint 'tmp1' free up enough slots for this to be 3269 /* Does unequippint 'tmp1' free up enough slots for this to be
3264 * equipped? If not, there must be something else to unapply. 3270 * equipped? If not, there must be something else to unapply.
3265 */ 3271 */
3266 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3272 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3267 retval |= CAN_APPLY_UNAPPLY_MULT; 3273 retval |= CAN_APPLY_UNAPPLY_MULT;
3268
3269 } 3274 }
3270 } /* if not enough free slots */ 3275 } /* if not enough free slots */
3271 } /* if this object uses location i */ 3276 } /* if this object uses location i */
3272 } /* for i -> num_body_locations loop */ 3277 } /* for i -> num_body_locations loop */
3273 3278
3278 * and weapons all use the same slot. Similar for horn/rod/wand - they 3283 * and weapons all use the same slot. Similar for horn/rod/wand - they
3279 * all use the same location. 3284 * all use the same location.
3280 */ 3285 */
3281 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3282 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3288
3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3284 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3285 3291
3286
3287 if (who->type != PLAYER) 3292 if (who->type != PLAYER)
3288 { 3293 {
3289 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3294 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3290 retval |= CAN_APPLY_RESTRICTION; 3295 retval |= CAN_APPLY_RESTRICTION;
3296
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3298 retval |= CAN_APPLY_RESTRICTION;
3299
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION; 3301 retval |= CAN_APPLY_RESTRICTION;
3302
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION; 3304 retval |= CAN_APPLY_RESTRICTION;
3297 } 3305 }
3306
3298 return retval; 3307 return retval;
3299} 3308}
3300
3301
3302 3309
3303/** 3310/**
3304 * who is the object using the object. It can be a monster. 3311 * who is the object using the object. It can be a monster.
3305 * op is the object they are using. op is an equipment type item, 3312 * op is the object they are using. op is an equipment type item,
3306 * eg, one which you put on and keep on for a while, and not something 3313 * eg, one which you put on and keep on for a while, and not something
3315 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3316 * 3323 *
3317 * Optional flags: 3324 * Optional flags:
3318 * AP_NO_MERGE: don't merge an unapplied object with other objects 3325 * AP_NO_MERGE: don't merge an unapplied object with other objects
3319 * AP_IGNORE_CURSE: unapply cursed items 3326 * AP_IGNORE_CURSE: unapply cursed items
3327 * AP_NO_READY: do not ready skills when applying skill tools
3320 * 3328 *
3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3322 * 3330 *
3323 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3324 */ 3332 */
3333
3334#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336
3325int 3337int
3326apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3327{ 3339{
3328 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3329 object *tmp, *tmp2, *skop = NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3330 int i;
3331 3342
3332 if (who == NULL) 3343 if (who == NULL)
3333 { 3344 {
3334 LOG (llevError, "apply_special() from object without environment.\n"); 3345 LOG (llevError, "apply_special() from object without environment.\n");
3335 return 1; 3346 return 1;
3345 if (basic_flag == AP_APPLY) 3356 if (basic_flag == AP_APPLY)
3346 return 0; 3357 return 0;
3347 3358
3348 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3349 { 3360 {
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3361 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3351 return 1; 3362 return 1;
3352 } 3363 }
3364
3353 return unapply_special (who, op, aflags); 3365 return unapply_special (who, op, aflags);
3354 } 3366 }
3355
3356 if (basic_flag == AP_UNAPPLY) 3367 else if (basic_flag == AP_UNAPPLY)
3357 return 0; 3368 return 0;
3358 3369
3359 i = can_apply_object (who, op); 3370 // if the item is combat/ranged, wield the relevant slot first
3371 // to resolve conflicts.
3372 if (player *pl = who->contr)
3373 switch (op->slottype ())
3374 {
3375 case slot_combat: who->change_weapon (pl->combat_ob); break;
3376 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3377 }
3378
3379 splay (op);
3360 3380
3361 /* Can't just apply this object. Lets see what not and what to do */ 3381 /* Can't just apply this object. Lets see what not and what to do */
3362 if (i) 3382 if (int i = can_apply_object (who, op))
3363 { 3383 {
3364 if (i & CAN_APPLY_NEVER) 3384 if (i & CAN_APPLY_NEVER)
3365 { 3385 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3386 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3367 return 1; 3387 return 1;
3368 } 3388 }
3369 else if (i & CAN_APPLY_RESTRICTION) 3389 else if (i & CAN_APPLY_RESTRICTION)
3370 { 3390 {
3371 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3391 who->failmsg (format (
3392 "You have a prohibition against using a %s. "
3393 "H<Your belief, profession or class prevents you from applying this item.>",
3394 query_name (op)
3395 ));
3372 return 1; 3396 return 1;
3373 } 3397 }
3398
3374 if (who->type != PLAYER) 3399 if (who->type != PLAYER)
3375 { 3400 {
3376 /* Some error, so don't try to equip something more */ 3401 /* Some error, so don't try to equip something more */
3377 if (unapply_for_ob (who, op, aflags)) 3402 if (unapply_for_ob (who, op, aflags))
3378 return 1; 3403 return 1;
3379 } 3404 }
3380 else 3405 else
3381 { 3406 {
3382 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3407 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3383 { 3408 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3409 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3385 unapply_for_ob (who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3386 return 1; 3411 return 1;
3387 } 3412 }
3388 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3413 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3389 {
3390 i = unapply_for_ob (who, op, aflags); 3414 if (unapply_for_ob (who, op, aflags))
3391 if (i)
3392 return 1; 3415 return 1;
3393 } 3416 }
3394 }
3395 } 3417 }
3418
3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 { 3420 {
3398 skop = find_skill_by_name (who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3422
3399 if (!skop) 3423 if (!skop)
3400 { 3424 {
3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3402 return 1; 3426 return 1;
3403 } 3427 }
3404 else 3428 else
3405 {
3406 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3407 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3408 */ 3431 */
3409 change_skill (who, skop, 0); 3432 who->change_skill (skop);
3410 }
3411 }
3412
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3414 { 3433 }
3415 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3434
3435 if (!check_item_power (who, op->item_power))
3436 {
3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3416 return 1; 3438 return 1;
3417 } 3439 }
3418
3419 3440
3420 /* Ok. We are now at the state where we can apply the new object. 3441 /* Ok. We are now at the state where we can apply the new object.
3421 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3422 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3423 */ 3444 */
3424 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3425
3426 if (op->nrof > 1)
3427 tmp = get_split_ob (op, op->nrof - 1);
3428 else
3429 tmp = NULL;
3430 3446
3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3432 return RESULT_INT (0); 3448 return RESULT_INT (0);
3433 3449
3434 switch (op->type) 3450 switch (op->type)
3435 { 3451 {
3436 case WEAPON: 3452 case WEAPON:
3437 if (!check_weapon_power (who, op->last_eat)) 3453 //TODO: this obviously fails for players using a shorter prefix
3438 { 3454 // i.e. "R" can use Ragnarok's sword.
3439 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3455 if (op->level && !op->name.starts_with (who->name))
3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3441 if (tmp != NULL)
3442 (void) insert_ob_in_ob (tmp, who);
3443 return 1;
3444 }
3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 { 3456 {
3447 /* if the weapon does not have the name as the character, can't use it. */ 3457 /* if the weapon does not have the name as the character, can't use it. */
3448 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3458 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3449 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3460
3450 if (tmp != NULL) 3461 if (tmp)
3451 (void) insert_ob_in_ob (tmp, who); 3462 insert_ob_in_ob (tmp, who);
3463
3452 return 1; 3464 return 1;
3453 } 3465 }
3466
3467 if (!skop)
3468 {
3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3470 return 1;
3471 }
3472
3454 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3455
3456 if (skop)
3457 change_skill (who, skop, 1); 3474 who->change_skill (skop);
3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3475
3476 if (who->contr)
3477 who->change_weapon (who->contr->combat_ob = op);
3478
3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3480
3459 SET_FLAG (who, FLAG_READY_WEAPON); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3460
3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3462
3463 (void) change_abil (who, op); 3482 change_abil (who, op);
3464 break; 3483 break;
3465 3484
3466 case ARMOUR: 3485 case ARMOUR:
3467 case HELMET: 3486 case HELMET:
3468 case SHIELD: 3487 case SHIELD:
3472 case BRACERS: 3491 case BRACERS:
3473 case CLOAK: 3492 case CLOAK:
3474 case RING: 3493 case RING:
3475 case AMULET: 3494 case AMULET:
3476 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3478 (void) change_abil (who, op); 3497 change_abil (who, op);
3479 break; 3498 break;
3480 case LAMP: 3499
3481 if (op->stats.food < 1) 3500 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill
3502 SET_FLAG (op, FLAG_APPLIED);
3503
3504 if (!(aflags & AP_NO_READY))
3482 { 3505 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3506 skop = find_skill_by_name (who, op->skill);
3507 if (!skop->flag [FLAG_APPLIED])
3508 apply_special (who, skop, AP_APPLY);
3509 }
3510 break;
3511
3512 case SKILL:
3513 if (player *pl = who->contr)
3514 {
3515 if (IS_COMBAT_SKILL (op->subtype))
3516 {
3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3518 {
3519 for (object *item = who->inv; item; item = item->below)
3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3521 {
3522 if (item->skill == op->skill)
3523 {
3524 who->change_weapon (pl->combat_ob = item);
3525 goto found_weapon;
3526 }
3527 }
3528
3529 who->failmsg (format (
3530 "You need to apply a '%s' melee weapon before readying this skill. "
3531 "H<Some skills need an item, in this case a melee weapon, to function.>",
3532 &op->skill
3533 ));
3534 return 1;
3535
3536 found_weapon:;
3537 }
3538 else
3539 who->change_weapon (pl->combat_ob = op);
3540 }
3541 else if (IS_RANGED_SKILL (op->subtype))
3542 {
3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3544 {
3545 for (object *item = who->inv; item; item = item->below)
3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3547 {
3548 //TODO: bows should/must all have skill missile weapon right now
3549 who->change_weapon (pl->ranged_ob = item);
3550 goto found_bow;
3551 }
3552
3553 who->failmsg (
3554 "You need to apply a missile weapon before readying this skill. "
3555 "H<Some skills need an item, in this case a missile weapon, to function.>"
3556 );
3557 return 1;
3558
3559 found_bow:;
3560 }
3561 else
3562 who->change_weapon (pl->ranged_ob = op);
3563 }
3564
3565 if (!op->invisible)
3566 {
3567 who->statusmsg (format (
3568 "You ready %s."
3569 "You can now use the skill: %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3573 }
3574 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3576 }
3577 else
3578 {
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3585 break;
3586
3587 case BOW:
3588 if (op->level && !op->name.starts_with (who->name))
3589 {
3590 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp)
3593 insert_ob_in_ob (tmp, who);
3594
3484 return 1; 3595 return 1;
3485 } 3596 }
3486 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3487 tmp2 = arch_to_object (op->other_arch);
3488 tmp2->stats.food = op->stats.food;
3489 SET_FLAG (tmp2, FLAG_APPLIED);
3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3491 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3492 insert_ob_in_ob (tmp2, who);
3493 3597
3494 /* Remove the old lantern */ 3598 /*FALLTHROUGH*/
3495 if (who->type == PLAYER)
3496 esrv_del_item (who->contr, (tag_t) op->count);
3497 remove_ob (op);
3498 free_object (op);
3499
3500 /* insert the portion that was split off */
3501 if (tmp != NULL)
3502 {
3503 (void) insert_ob_in_ob (tmp, who);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 }
3507 fix_player (who);
3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3510 if (who->type == PLAYER)
3511 {
3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3514 }
3515 }
3516 if (who->type == PLAYER)
3517 esrv_send_item (who, tmp2);
3518 return 0;
3519 break;
3520
3521 /* this part is needed for skill-tools */
3522 case SKILL:
3523 case SKILL_TOOL:
3524 if (who->chosen_skill)
3525 {
3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3527 return 1;
3528 }
3529 if (who->type == PLAYER)
3530 {
3531 who->contr->shoottype = range_skill;
3532 who->contr->ranges[range_skill] = op;
3533 if (!op->invisible)
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3537 }
3538 else
3539 {
3540 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3541 }
3542 }
3543 SET_FLAG (op, FLAG_APPLIED);
3544 (void) change_abil (who, op);
3545 who->chosen_skill = op;
3546 SET_FLAG (who, FLAG_READY_SKILL);
3547 break;
3548
3549 case BOW: 3599 case WAND:
3550 if (!check_weapon_power (who, op->last_eat))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3553 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3554 if (tmp != NULL)
3555 (void) insert_ob_in_ob (tmp, who);
3556 return 1;
3557 }
3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3559 {
3560 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3561 if (tmp != NULL)
3562 (void) insert_ob_in_ob (tmp, who);
3563 return 1;
3564 }
3565 /*FALLTHROUGH*/ case WAND:
3566 case ROD: 3600 case ROD:
3567 case HORN: 3601 case HORN:
3568 /* check for skill, alter player status */ 3602 /* check for skill, alter player status */
3603
3604 if (!skop)
3605 {
3606 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3607 return 1;
3608 }
3609
3569 SET_FLAG (op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3570 if (skop)
3571 change_skill (who, skop, 0); 3611 who->change_skill (skop);
3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3573 3612
3574 if (who->type == PLAYER) 3613 if (who->contr)
3575 { 3614 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op)));
3618
3576 if (op->type == BOW) 3619 if (op->type == BOW)
3577 { 3620 {
3621 who->current_weapon = op;
3578 (void) change_abil (who, op); 3622 change_abil (who, op);
3579 new_draw_info_format (NDI_UNIQUE, 0, who,
3580 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3623 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3581 who->contr->shoottype = range_bow;
3582 }
3583 else
3584 {
3585 who->contr->shoottype = range_misc;
3586 } 3624 }
3587 } 3625 }
3588 else 3626 else
3589 { 3627 {
3590 if (op->type == BOW) 3628 if (op->type == BOW)
3591 SET_FLAG (who, FLAG_READY_BOW); 3629 SET_FLAG (who, FLAG_READY_BOW);
3592 else 3630 else
3593 SET_FLAG (who, FLAG_READY_RANGE); 3631 SET_FLAG (who, FLAG_READY_RANGE);
3594 } 3632 }
3633
3595 break; 3634 break;
3596 3635
3597 case BUILDER: 3636 case BUILDER:
3598 if (who->contr->ranges[range_builder]) 3637 if (who->type == PLAYER)
3638 {
3639 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3640 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3599 unapply_special (who, who->contr->ranges[range_builder], 0); 3641 unapply_special (who, who->contr->ranged_ob, 0);
3600 who->contr->shoottype = range_builder; 3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644
3601 who->contr->ranges[range_builder] = op; 3645 who->contr->ranged_ob = op;
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3646 }
3603 break; 3647 break;
3604 3648
3605 default: 3649 default:
3606 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3650 who->statusmsg (format ("You apply %s.", query_name (op)));
3607 } /* end of switch op->type */ 3651 }
3608 3652
3609 SET_FLAG (op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3610 3654
3611 if (tmp != NULL) 3655 if (tmp)
3612 tmp = insert_ob_in_ob (tmp, who); 3656 who->insert (tmp);
3613 3657
3614 fix_player (who); 3658 who->update_stats ();
3615 3659
3616 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3617 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3618 * you don't know anything about them. 3662 * you don't know anything about them.
3619 */ 3663 */
3620 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3621 SET_FLAG (op, FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3622 3666
3623 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3624 {
3625 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3626 { 3669 {
3627 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3670 who->failmsg (
3671 "Oops, it feels deadly cold! "
3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 );
3628 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 } 3675 }
3630 } 3676
3631 if (who->type == PLAYER) 3677 if (object *pl = op->visible_to ())
3632 {
3633 /* if multiple objects were applied, update both slots */
3634 if (tmp)
3635 esrv_send_item (who, tmp);
3636 esrv_send_item (who, op); 3678 esrv_send_item (pl, op);
3637 } 3679
3638 return 0; 3680 return 0;
3639}
3640
3641
3642int
3643monster_apply_special (object *who, object *op, int aflags)
3644{
3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3646 return 1;
3647 return apply_special (who, op, aflags);
3648} 3681}
3649 3682
3650/** 3683/**
3651 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3652 * 3685 *
3656auto_apply (object *op) 3689auto_apply (object *op)
3657{ 3690{
3658 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3659 int i; 3692 int i;
3660 3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3695
3661 switch (op->type) 3696 switch (op->type)
3662 { 3697 {
3663 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3664 if (!HAS_RANDOM_ITEMS (op)) 3699 if (!op->has_random_items ())
3665 return 0; 3700 return 0;
3701
3666 do 3702 do
3667 { 3703 {
3668 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3669 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3670 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3706 op->stats.exp
3707 ? (int) op->stats.exp
3708 : max (op->map->difficulty, 5)))
3709 == NULL && --i);
3710
3671 if (tmp == NULL) 3711 if (tmp == NULL)
3672 return 0; 3712 return 0;
3713
3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3674 { 3715 {
3675 free_object (tmp); 3716 tmp->destroy ();
3676 tmp = NULL; 3717 tmp = NULL;
3677 } 3718 }
3678 } 3719 }
3679 while (!tmp); 3720 while (!tmp);
3721
3680 tmp->x = op->x; 3722 tmp->x = op->x;
3681 tmp->y = op->y; 3723 tmp->y = op->y;
3682 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3683 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3685 identify (tmp); 3726 identify (tmp);
3686 break; 3727 break;
3687 3728
3688 case TREASURE: 3729 case TREASURE:
3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3690 return 0; 3731 return 0;
3732
3691 while ((op->stats.hp--) > 0) 3733 while (op->stats.hp-- > 0)
3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3693 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3735 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3694 3736
3695 /* If we generated an object and put it in this object inventory, 3737 /* If we generated an object and put it in this object inventory,
3696 * move it to the parent object as the current object is about 3738 * move it to the parent object as the current object is about
3697 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3698 * that is put inside other objects. 3740 * that is put inside other objects.
3699 */ 3741 */
3700 for (tmp = op->inv; tmp; tmp = tmp2)
3701 {
3702 tmp2 = tmp->below;
3703 remove_ob (tmp);
3704 if (op->env) 3742 if (op->env)
3705 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3706 else 3744 op->env->insert (op->inv);
3707 free_object (tmp); 3745
3708 } 3746 op->destroy ();
3709 remove_ob (op);
3710 free_object (op);
3711 break; 3747 break;
3712 } 3748 }
3713 return tmp ? 1 : 0;
3714}
3715 3749
3750 return !!tmp;
3751}
3752
3716/** 3753/**
3717 * fix_auto_apply goes through the entire map (only the first time 3754 * fix_auto_apply goes through the entire map every time a map
3718 * when an original map is loaded) and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3719 * certain objects (most initialization of chests and creation of 3756 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate. 3757 * treasures and stuff). Calls auto_apply if appropriate.
3721 */ 3758 */
3722void 3759void
3723fix_auto_apply (mapstruct *m) 3760maptile::fix_auto_apply ()
3724{ 3761{
3725 object *tmp, *above = NULL; 3762 if (!spaces)
3726 int x, y;
3727
3728 if (m == NULL)
3729 return; 3763 return;
3730 3764
3731 for (x = 0; x < MAP_WIDTH (m); x++) 3765 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3732 for (y = 0; y < MAP_HEIGHT (m); y++) 3766 for (object *tmp = ms->bot; tmp; )
3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3734 { 3767 {
3735 above = tmp->above; 3768 object *above = tmp->above;
3736 3769
3737 if (tmp->inv) 3770 if (tmp->inv)
3738 { 3771 {
3739 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3740 3773
3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3742 { 3775 {
3743 invnext = invtmp->below; 3776 invnext = invtmp->below;
3744 3777
3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3746 auto_apply (invtmp); 3779 auto_apply (invtmp);
3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3748 { 3781 {
3749 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751
3752 invtmp->randomitems = NULL;
3753 }
3754 else if (invtmp && invtmp->arch
3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3756 {
3757 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3784
3785 invtmp->randomitems = NULL;
3786 }
3787 else if (invtmp && invtmp->arch
3788 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3789 {
3790 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3758 /* Need to clear this so that we never try to create 3791 /* Need to clear this so that we never try to create
3759 * treasure again for this object 3792 * treasure again for this object
3760 */ 3793 */
3761 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3762 } 3795 }
3763 } 3796 }
3797
3764 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3765 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3766 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3767 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3768 * MSW 2004-05-13 3802 * MSW 2004-05-13
3769 * 3803 *
3770 * And if it's a spellbook, it's better to set randomitems to NULL too, 3804 * And if it's a spellbook, it's better to set randomitems to NULL too,
3771 * else you get two spells in the book ^_- 3805 * else you get two spells in the book ^_-
3772 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3773 */ 3807 */
3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3775 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3776 tmp->randomitems = NULL;
3777
3778 }
3779
3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3781 auto_apply (tmp);
3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3784 while ((tmp->stats.hp--) > 0)
3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3786 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3787 } 3811 }
3812
3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3814 auto_apply (tmp);
3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816 {
3817 while ((tmp->stats.hp--) > 0)
3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3819 tmp->randomitems = NULL;
3820 }
3788 else if (tmp->type == TIMED_GATE) 3821 else if (tmp->type == TIMED_GATE)
3789 { 3822 {
3790 object *head = tmp->head != NULL ? tmp->head : tmp; 3823 object *head = tmp->head != NULL ? tmp->head : tmp;
3791 3824
3792 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3825 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3793 {
3794 tmp->speed = 0; 3826 tmp->set_speed (0);
3795 update_ob_speed (tmp);
3796 }
3797 } 3827 }
3798 /* This function can be called everytime a map is loaded, even when 3828 /* This function can be called everytime a map is loaded, even when
3799 * swapping back in. As such, we don't want to create the treasure 3829 * swapping back in. As such, we don't want to create the treasure
3800 * over and ove again, so after we generate the treasure, blank out 3830 * over and ove again, so after we generate the treasure, blank out
3801 * randomitems so if it is swapped in again, it won't make anything. 3831 * randomitems so if it is swapped in again, it won't make anything.
3802 * This is a problem for the above objects, because they have counters 3832 * This is a problem for the above objects, because they have counters
3803 * which say how many times to make the treasure. 3833 * which say how many times to make the treasure.
3804 */ 3834 */
3805 else if (tmp && tmp->arch && tmp->type != PLAYER 3835 else if (tmp && tmp->arch && tmp->type != PLAYER
3806 && tmp->type != TREASURE && tmp->type != SPELL 3836 && tmp->type != TREASURE && tmp->type != SPELL
3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3837 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3808 { 3838 {
3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3839 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3810 tmp->randomitems = NULL; 3840 tmp->randomitems = NULL;
3811 } 3841 }
3842
3843 // close all containers
3844 else if (tmp->type == CONTAINER)
3845 tmp->flag [FLAG_APPLIED] = 0;
3846
3847 tmp = above;
3812 } 3848 }
3813 3849
3814 for (x = 0; x < MAP_WIDTH (m); x++) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (y = 0; y < MAP_HEIGHT (m); y++) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3818 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3819} 3854}
3820 3855
3821/** 3856/**
3822 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3823 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3824 * that doesn't work with the new spell code. Since we know what 3859 * that doesn't work with the new spell code. Since we know what
3825 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3826 */ 3861 */
3827
3828void 3862void
3829eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3830{ 3864{
3831 object *force; 3865 object *force;
3832 int i, did_one = 0; 3866 int i, did_one = 0;
3833 sint8 k;
3834 3867
3835 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3836 3871
3837 for (i = 0; i < NUM_STATS; i++)
3838 {
3839 k = get_attr_value (&food->stats, i);
3840 if (k)
3841 {
3842 set_attr_value (&force->stats, i, k);
3843 did_one = 1;
3844 }
3845 }
3846
3847 /* check if we can protect the eater */
3848 for (i = 0; i < NROFATTACKS; i++)
3849 {
3850 if (food->resist[i] > 0)
3851 {
3852 force->resist[i] = food->resist[i] / 2;
3853 did_one = 1;
3854 }
3855 }
3856 if (did_one)
3857 {
3858 force->speed = 0.1;
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3861 force->stats.food = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3862 SET_FLAG (force, FLAG_IS_USED_UP); 3874
3863 SET_FLAG (force, FLAG_APPLIED); 3875 if (force = who->force_find (key))
3864 change_abil (who, force); 3876 {
3865 insert_ob_in_ob (force, who); 3877 if (duration > fabs (force->speed_left / force->speed))
3878 {
3879 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));
3880 force->force_set_timer (duration);
3881 }
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3884
3885 return;
3866 } 3886 }
3867 else 3887 else
3868 { 3888 {
3869 free_object (force); 3889 force = who->force_add (key, duration);
3890 force->name = key;
3891
3892 /* check if the food affects a stat */
3893 for (i = 0; i < NUM_STATS; i++)
3894 if (sint8 k = food->stats.stat (i))
3895 {
3896 force->stats.stat (i) = k;
3897 did_one = 1;
3898 }
3899
3900 /* check if we can protect the eater */
3901 for (i = 0; i < NROFATTACKS; i++)
3902 {
3903 if (food->resist[i] > 0)
3904 {
3905 force->resist[i] = food->resist[i];
3906 did_one = 1;
3907 }
3908 }
3909
3910 if (did_one)
3911 {
3912 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));
3913
3914 /* make the force take effect and report effects to user */
3915 change_abil (who, force);
3916 }
3917 else
3918 force->destroy ();
3870 } 3919 }
3871 3920
3872 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3873 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3874 { 3923 {
3875 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3876 { 3925 {
3877 strcpy (who->contr->killer, food->name); 3926 who->contr->killer = food;
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3928 who->failmsg ("Eck!...that was poisonous!");
3880 } 3929 }
3881 else 3930 else
3882 { 3931 {
3883 if (food->stats.hp > 0) 3932 if (food->stats.hp > 0)
3884 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3933 who->statusmsg ("You begin to feel better.");
3885 else 3934 else
3886 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3936
3887 who->stats.hp += food->stats.hp; 3937 who->stats.hp += food->stats.hp;
3888 } 3938 }
3889 } 3939 }
3940
3890 if (food->stats.sp != 0) 3941 if (food->stats.sp != 0)
3891 { 3942 {
3892 if (QUERY_FLAG (food, FLAG_CURSED)) 3943 if (QUERY_FLAG (food, FLAG_CURSED))
3893 { 3944 {
3894 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3945 who->failmsg ("You are drained of mana!");
3895 who->stats.sp -= food->stats.sp; 3946 who->stats.sp -= food->stats.sp;
3896 if (who->stats.sp < 0) 3947 if (who->stats.sp < 0)
3897 who->stats.sp = 0; 3948 who->stats.sp = 0;
3898 } 3949 }
3899 else 3950 else
3900 { 3951 {
3901 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3952 who->statusmsg ("You feel a rush of magical energy!");
3902 who->stats.sp += food->stats.sp; 3953 who->stats.sp += food->stats.sp;
3903 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3904 } 3955 }
3905 } 3956 }
3906 fix_player (who);
3907}
3908 3957
3909 3958 who->update_stats ();
3910/**
3911 * Designed primarily to light torches/lanterns/etc.
3912 * Also burns up burnable material too. First object in the inventory is
3913 * the selected object to "burn". -b.t.
3914 */
3915
3916void
3917apply_lighter (object *who, object *lighter)
3918{
3919 object *item;
3920 int is_player_env = 0;
3921 uint32 nrof;
3922 tag_t count;
3923 char item_name[MAX_BUF];
3924
3925 item = find_marked_object (who);
3926 if (item)
3927 {
3928 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */
3930 /* Split multiple lighters if they're being used up. Otherwise *
3931 * one charge from each would be used up. --DAMN */
3932 if (lighter->nrof > 1)
3933 {
3934 object *oneLighter = get_object ();
3935
3936 copy_object (lighter, oneLighter);
3937 lighter->nrof -= 1;
3938 oneLighter->nrof = 1;
3939 oneLighter->stats.food--;
3940 esrv_send_item (who, lighter);
3941 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 esrv_send_item (who, oneLighter);
3943 }
3944 else
3945 {
3946 lighter->stats.food--;
3947 }
3948
3949 }
3950 else if (lighter->last_eat)
3951 { /* no charges left in lighter */
3952 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3953 return;
3954 }
3955 /* Perhaps we should split what we are trying to light on fire?
3956 * I can't see many times when you would want to light multiple
3957 * objects at once.
3958 */
3959 nrof = item->nrof;
3960 count = item->count;
3961 /* If the item is destroyed, we don't have a valid pointer to the
3962 * name object, so make a copy so the message we print out makes
3963 * some sense.
3964 */
3965 strcpy (item_name, item->name);
3966 if (who == is_player_inv (item))
3967 is_player_env = 1;
3968
3969 save_throw_object (item, AT_FIRE, who);
3970 /* Change to check count and not freed, since the object pointer
3971 * may have gotten recycled
3972 */
3973 if ((nrof != item->nrof) || (count != item->count))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3976 /* Need to update the player so that the players glow radius
3977 * gets changed.
3978 */
3979 if (is_player_env)
3980 fix_player (who);
3981 }
3982 else
3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3985 }
3986
3987 }
3988 else /* nothing to light */
3989 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3990
3991}
3992
3993/**
3994 * op made some mistake with a scroll, this takes care of punishment.
3995 * scroll_failure()- hacked directly from spell_failure
3996 */
3997void
3998scroll_failure (object *op, int failure, int power)
3999{
4000 if (abs (failure / 4) > power)
4001 power = abs (failure / 4); /* set minimum effect */
4002
4003 if (failure <= -1 && failure > -15)
4004 { /* wonder */
4005 object *tmp;
4006
4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4008 tmp = get_archetype (SPELL_WONDER);
4009 cast_wonder (op, op, 0, tmp);
4010 free_object (tmp);
4011 }
4012 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */
4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4016 if (op->stats.sp < 0)
4017 op->stats.sp = 0;
4018 }
4019 else if (settings.spell_failure_effects == TRUE)
4020 {
4021 if (failure <= -35 && failure > -60)
4022 { /* confusion */
4023 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4024 confuse_player (op, op, power);
4025 }
4026 else if (failure <= -60 && failure > -70)
4027 { /* paralysis */
4028 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4029 paralyze_player (op, op, power);
4030 }
4031 else if (failure <= -70 && failure > -80)
4032 { /* blind */
4033 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4034 blind_player (op, op, power);
4035 }
4036 else if (failure <= -80)
4037 { /* blast the immediate area */
4038 object *tmp;
4039
4040 tmp = get_archetype (LOOSE_MANA);
4041 cast_magic_storm (op, tmp, power);
4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4043 free_object (tmp);
4044 }
4045 }
4046} 3959}
4047 3960
4048void 3961void
4049apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
4050{ 3963{
4067 */ 3980 */
4068 int i, j; 3981 int i, j;
4069 3982
4070 for (i = 0; i < NUM_STATS; i++) 3983 for (i = 0; i < NUM_STATS; i++)
4071 { 3984 {
4072 sint8 stat = get_attr_value (stats, i); 3985 int race_bonus = pl->arch->stats.stat (i);
4073 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3986 sint8 stat = stats->stat (i) + ns->stat (i);
4074 3987
4075 stat += get_attr_value (ns, i);
4076 if (stat > 20 + race_bonus) 3988 if (stat > 20 + race_bonus)
4077 { 3989 {
4078 excess_stat++; 3990 excess_stat++;
4079 stat = 20 + race_bonus; 3991 stat = 20 + race_bonus;
4080 } 3992 }
4081 set_attr_value (stats, i, stat); 3993
3994 stats->stat (i) = stat;
4082 } 3995 }
4083 3996
4084 for (j = 0; excess_stat > 0 && j < 100; j++) 3997 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */ 3998 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6); 3999 int i = rndm (0, 6);
4087 int stat = get_attr_value (stats, i);
4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4089 4000
4090 if (i == CHA) 4001 if (i == CHA)
4091 continue; /* exclude cha from this */ 4002 continue; /* exclude cha from this */
4003
4004 int stat = stats->stat (i);
4005 int race_bonus = pl->arch->stats.stat (i);
4092 if (stat < 20 + race_bonus) 4006 if (stat < 20 + race_bonus)
4093 { 4007 {
4094 change_attr_value (stats, i, 1); 4008 change_attr_value (stats, i, 1);
4095 excess_stat--; 4009 excess_stat--;
4096 } 4010 }
4097 } 4011 }
4098 4012
4099 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
4100 * the player ref: player.c 4014 * the player ref: player.c
4101 */ 4015 */
4102 if (change->randomitems != NULL) 4016 if (change->randomitems)
4103 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
4104
4105 4018
4106 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
4107 4020
4108 /* first, look for the force object banning 4021 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
4110 */ 4023 */
4111 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
4112 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0; 4026 flag_change_face = 0;
4114 4027
4115 if (flag_change_face) 4028 if (flag_change_face)
4116 { 4029 {
4117 pl->animation_id = GET_ANIM_ID (change);
4118 pl->face = change->face; 4030 pl->face = change->face;
4119 4031 pl->animation_id = change->animation_id;
4120 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4121 SET_FLAG (pl, FLAG_ANIMATE);
4122 else
4123 CLEAR_FLAG (pl, FLAG_ANIMATE);
4124 } 4033 }
4125 4034
4126 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
4127 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4128 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
4129 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4130 4039
4131 break; 4040 break;
4132 } 4041 }
4133 } 4042 }
4134} 4043}
4135 4044
4136/**
4137 * This handles items of type 'transformer'.
4138 * Basically those items, used with a marked item, transform both items into something
4139 * else.
4140 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4141 * Change information is contained in the 'slaying' field of the marked item.
4142 * The format is as follow: transformer:[number ]yield[;transformer:...].
4143 * This way an item can be transformed in many things, and/or many objects.
4144 * The 'slaying' field for transformer is used as verb for the action.
4145 */
4146void
4147apply_item_transformer (object *pl, object *transformer)
4148{
4149 object *marked;
4150 object *new_item;
4151 char *find;
4152 char *separator;
4153 int yield;
4154 char got[MAX_BUF];
4155 int len;
4156
4157 if (!pl || !transformer)
4158 return;
4159 marked = find_marked_object (pl);
4160 if (!marked)
4161 {
4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4163 return;
4164 }
4165 if (!marked->slaying)
4166 {
4167 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4168 return;
4169 }
4170 /* check whether they are compatible or not */
4171 find = strstr (marked->slaying, transformer->arch->name);
4172 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4173 {
4174 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4175 return;
4176 }
4177 find += strlen (transformer->arch->name) + 1;
4178 /* Item can be used, now find how many and what it yields */
4179 if (isdigit (*(find)))
4180 {
4181 yield = atoi (find);
4182 if (yield < 1)
4183 {
4184 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4185 yield = 1;
4186 }
4187 }
4188 else
4189 yield = 1;
4190
4191 while (isdigit (*find))
4192 find++;
4193 while (*find == ' ')
4194 find++;
4195 memset (got, 0, MAX_BUF);
4196 if ((separator = strchr (find, ';')) != NULL)
4197 {
4198 len = separator - find;
4199 }
4200 else
4201 {
4202 len = strlen (find);
4203 }
4204 if (len > MAX_BUF - 1)
4205 len = MAX_BUF - 1;
4206 strcpy (got, find);
4207 got[len] = '\0';
4208
4209 /* Now create new item, remove used ones when required. */
4210 new_item = get_archetype (got);
4211 if (!new_item)
4212 {
4213 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4214 return;
4215 }
4216 new_item->nrof = yield;
4217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4218 insert_ob_in_ob (new_item, pl);
4219 esrv_send_inventory (pl, pl);
4220 /* Eat up one item */
4221 decrease_ob_nr (marked, 1);
4222 /* Eat one transformer if needed */
4223 if (transformer->stats.food)
4224 if (--transformer->stats.food == 0)
4225 decrease_ob_nr (transformer, 1);
4226}

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