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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.64 by root, Mon Feb 5 01:24:45 2007 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * 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.
41 * 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.
42 */ 41 */
55 * subtype 5: arch or race 54 * subtype 5: arch or race
56 * subtype 7: all three 55 * subtype 7: all three
57 */ 56 */
58 if (op->subtype) 57 if (op->subtype)
59 { 58 {
60 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
63 } 62 }
64 else 63 else
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
68 race_flag = 1; 67 race_flag = 1;
69 } 68 }
69
70 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
97static int 95static int
98apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
99{ 97{
100 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
101 int success = 0;
102 99
103 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
104 return 0; 101 return 0;
105 102
106 /* 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
107 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
108 */ 105 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
110 return 0; 107 return 0;
111 108
112 marked = find_marked_object (pl);
113 /* 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
114 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
115 */ 111 */
112 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 114 {
118 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
119 { 116 {
120 identify (marked); 117 identify (marked);
121 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));
122 if (marked->msg) 120 if (marked->msg)
123 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
126 } 124 }
127 return money == NULL;
128 } 125 }
129 }
130 126
131 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
132 { 128 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 130 {
135 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
136 { 132 {
137 identify (id); 133 identify (id);
138 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));
139 if (id->msg) 136 if (id->msg)
140 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
147 break; 141 break;
148 } 142 }
149 else 143 else
150 { 144 {
151 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");
152 break; 146 break;
153 } 147 }
154 } 148 }
155 } 149 }
156 if (!success) 150
157 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
158 return money == NULL; 156 return !money;
159} 157}
160 158
161/** 159/**
162 * 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
163 * matching item. 161 * matching item.
164 **/ 162 **/
165static void 163void
166handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
167{ 165{
168 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
169 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188} 168}
189 169
190/** 170/**
191 * Handles applying a potion. 171 * Handles applying a potion.
192 */ 172 */
193int 173int
194apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
195{ 175{
196 int got_one = 0, i; 176 int got_one = 0, i;
197 object *force = 0, *floor = 0; 177 object *force = 0;
198 178
199 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
200 180
201 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)
202 { 182 {
203 if (op->type == PLAYER)
204 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
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 186 return 0;
207 } 187 }
208 188
209 if (op->type == PLAYER) 189 if (op->type == PLAYER)
220 200
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 { 202 {
223 op->drain_stat (); 203 op->drain_stat ();
224 op->update_stats (); 204 op->update_stats ();
225 decrease_ob (tmp); 205 tmp->decrease ();
226 return 1; 206 return 1;
227 } 207 }
228 208
229 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
230 { 210 {
231 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
232 return 0; 212 return 0;
233 } 213 }
214
234 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
235 216
236 if (depl) 217 if (depl)
237 { 218 {
238 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
241 222
242 depl->destroy (); 223 depl->destroy ();
243 op->update_stats (); 224 op->update_stats ();
244 } 225 }
245 else 226 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
247 228
248 decrease_ob (tmp); 229 tmp->decrease ();
249 return 1; 230 return 1;
250 } 231 }
251 232
252 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 235 {
255 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
256 { 237 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 239 {
259 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
260 { 241 {
261 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
262 break; 243 break;
263 } 244 }
245
264 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
265 { 247 {
266 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
267 break; 249 break;
268 } 250 }
251
269 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
270 { 253 {
271 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
272 break; 255 break;
273 } 256 }
277 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
278 { 261 {
279 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
280 break; 263 break;
281 } 264 }
265
282 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
283 { 267 {
284 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
285 break; 269 break;
286 } 270 }
271
287 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
288 { 273 {
289 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
290 break; 275 break;
291 } 276 }
292 } 277 }
293 } 278 }
294 279
295 /* Just makes checking easier */ 280 /* Just makes checking easier */
296 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
297 got_one = 1; 282 got_one = 1;
298 283
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 285 {
301 if (got_one) 286 if (got_one)
302 { 287 {
303 op->update_stats (); 288 op->update_stats ();
304 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 "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
307 } 292 }
308 else 293 else
309 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.");
310 } 295 }
311 else 296 else
312 { /* cursed potion */ 297 { /* cursed potion */
313 if (got_one) 298 if (got_one)
314 { 299 {
315 op->update_stats (); 300 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
317 } 302 }
318 else 303 else
319 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);
320 } 305 }
321 306
322 decrease_ob (tmp); 307 tmp->decrease ();
323 return 1; 308 return 1;
324 } 309 }
325 310
326 311
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 316 */
332 if (tmp->inv) 317 if (tmp->inv)
333 { 318 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 320 {
336 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
337 322 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 } 323 }
347 else 324 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 326
350 decrease_ob (tmp); 327 tmp->decrease ();
328
351 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 331 op->update_stats ();
332
354 return 1; 333 return 1;
355 } 334 }
356 335
357 /* Deal with protection potions */ 336 /* Deal with protection potions */
358 force = NULL; 337 force = NULL;
360 { 339 {
361 if (tmp->resist[i]) 340 if (tmp->resist[i])
362 { 341 {
363 if (!force) 342 if (!force)
364 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
367 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 */
368 } 348 }
369 } 349 }
350
370 /* This is a protection potion */ 351 /* This is a protection potion */
371 if (force) 352 if (force)
372 { 353 {
373 /* cursed items last longer */ 354 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 357 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 361 }
362
381 force->speed_left = -1; 363 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 367 change_abil (op, force);
386 decrease_ob (tmp); 368 tmp->decrease ();
387 return 1; 369 return 1;
388 } 370 }
389 371
390 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
391 if (op->type == PLAYER) 373 if (op->type == PLAYER)
392 { /* only for players */ 374 { /* only for players */
393 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)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 379 else
396 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
397 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
399 } 384 }
400 385
401 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
404 * up all the stats. 389 * up all the stats.
405 */ 390 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats (); 392 op->update_stats ();
408 decrease_ob (tmp); 393 tmp->decrease ();
409 return 1; 394 return 1;
410} 395}
411 396
412/**************************************************************************** 397/****************************************************************************
413 * Weapon improvement code follows 398 * Weapon improvement code follows
414 ****************************************************************************/ 399 ****************************************************************************/
415 400
416/** 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/**
417 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
418 */ 418 */
419static int 419static int
420check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
421{ 421{
422 int count = 0; 422 int count = 0;
423 423
424 424 if (!item)
425 if (item == NULL)
426 return 0; 425 return 0;
427 op = op->below; 426
428 while (op != NULL) 427 for (op = op->below; op; op = op->below)
429 { 428 if (op->arch->archname == item)
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 431 count += op->number_of ();
439 } 432
440 }
441 op = op->below;
442 }
443 return count; 433 return count;
444} 434}
445 435
446/** 436/**
447 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only 438 * op is typically the player, which is only
449 * really used to determine what space to look at. 439 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
451 */ 441 */
452static void 442static void
453eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
454{ 444{
455 object *prev; 445 object *prev;
456 446
457 prev = op; 447 prev = op;
458 op = op->below; 448 op = op->below;
459 449
460 while (op != NULL) 450 while (op)
461 { 451 {
462 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
463 { 453 {
464 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
465 { 455 {
466 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
467 return; 457 return;
468 } 458 }
469 else 459 else
470 { 460 {
471 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
472 nrof -= op->nrof; 462 nrof -= op->nrof;
473 } 463 }
464
474 op = prev; 465 op = prev;
475 } 466 }
467
476 prev = op; 468 prev = op;
477 op = op->below; 469 op = op->below;
478 } 470 }
479} 471}
480 472
481/** 473/**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488static int
489check_weapon_power (const object *who, int improvs)
490{
491
492/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496#if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502#else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530#endif
531}
532
533/**
534 * 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.
535 * 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.
536 */ 476 */
537static int 477static int
538check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
539{ 479{
540 int count = 0; 480 int count = 0;
541 481
542 if (improver->slaying != NULL) 482 if (improver->slaying)
543 { 483 {
544 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
545 if (count < 1) 485 if (count < 1)
546 { 486 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 488 return 0;
552 } 489 }
553 } 490 }
554 else 491 else
555 count = 1; 492 count = 1;
558} 495}
559 496
560/** 497/**
561 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
562 */ 499 */
563int 500static int
564improve_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)
565{ 502{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 503 stat += sacrifice_count;
569 weapon->last_eat++; 504 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
571 decrease_ob (improver);
572 506
573 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
574 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
575 return 1; 516 return 1;
576} 517}
577 518
578/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 524#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 526#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 529#define IMPROVE_INT 10
589#define IMPROVE_POW 11 530#define IMPROVE_POW 11
590
591 531
592/** 532/**
593 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
595 */ 535 */
596 536static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
599{ 538{
600 int sacrifice_count, i; 539 int sacrifice_count, i;
601 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
602 541
603 if (weapon->level != 0) 542 if (weapon->level != 0)
604 { 543 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
606 return 0; 545 return 0;
607 } 546 }
547
608 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 549 if (weapon->resist[i])
610 break; 550 break;
611 551
612 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
619 { 559 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
621 return 0; 563 return 0;
622 } 564 }
565
623 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
625 return 0; 568 return 0;
569
626 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
629 572
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
631 578
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 582 slot at once! */
636 decrease_ob (improver); 583 improver->decrease ();
637 weapon->last_eat = 0; 584 weapon->last_eat = 0;
638 return 1; 585 return 1;
639} 586}
640
641 587
642/** 588/**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code. 590 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
648 * 594 *
649 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
652 */ 598 */
653int 599static int
654improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
655{ 601{
656 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
657 603
658 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
661 } 606
662 if (weapon->level == 0) 607 if (weapon->level == 0)
663 { 608 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 612 return 0;
666 } 613 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
668 { 617 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 619 return 0;
671 } 620 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
673 { 624 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
677 return 0; 628 return 0;
678 } 629 }
630
679 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 634 * weapon can be improved.
683 */ 635 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 637 {
686 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 641 weapon->last_eat++;
690 642
691 weapon->item_power++; 643 weapon->item_power++;
692 decrease_ob (improver); 644 improver->decrease ();
693 return 1; 645 return 1;
694 } 646 }
647
695 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 649 {
697 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 652 if (weapon->weight < 1)
700 weapon->weight = 1; 653 weapon->weight = 1;
654
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 656 weapon->last_eat++;
703 weapon->item_power++; 657 weapon->item_power++;
704 decrease_ob (improver); 658 improver->decrease ();
705 return 1; 659 return 1;
706 } 660 }
661
707 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 663 {
709 weapon->magic++; 664 weapon->magic++;
710 weapon->last_eat++; 665 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 667 improver->decrease ();
713 weapon->item_power++; 668 weapon->item_power++;
714 return 1; 669 return 1;
715 } 670 }
716 671
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
723 678
724 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
726 { 681 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
728 return 0; 683 return 0;
729 } 684 }
685
730 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 687 weapon->item_power++;
732 688
733 switch (improver->stats.sp) 689 switch (improver->stats.sp)
734 { 690 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 698 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
751 } 700 }
701
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 703 return 0;
754} 704}
755 705
756/** 706/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
760 */ 710 */
761int 711static int
762check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
763{ 713{
764 object *otmp; 714 object *otmp;
765 715
766 if (op->type != PLAYER) 716 if (op->type != PLAYER)
767 return 0; 717 return 0;
718
768 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))
769 { 720 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 722 return 0;
772 } 723 }
724
773 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
774 if (!otmp) 727 if (!otmp)
775 { 728 {
776 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.>");
777 return 0; 730 return 0;
778 } 731 }
732
779 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 734 {
781 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!");
782 return 0; 736 return 0;
783 } 737 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
785 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
787 return 1; 743 return 1;
788} 744}
789 745
807 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
808 * the users level or 90) 764 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now. 766 * changing of physical area right now.
811 */ 767 */
812int 768static int
813improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
814{ 770{
815 object *tmp; 771 object *tmp;
816 772
817 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
818 { 774 {
819 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!");
820 return 0; 776 return 0;
821 } 777 }
778
822 /* 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,
823 * 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.
824 * 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
825 * of gnarg and what not?) 782 * of gnarg and what not?)
826 */ 783 */
827 if (armour->title) 784 if (armour->title)
828 { 785 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 787 return 0;
831 } 788 }
832 789
833 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
835 */ 792 */
836 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 794
841 armour->magic++; 795 armour->magic++;
842 796
843 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
844 { 798 {
849 { 803 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 805 pow++;
852 } 806 }
853 807
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 809 }
856 else 810 else
857 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;
858 812
859 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
860 { 814 {
861 int base = 100; 815 int base = 100;
862 int pow = 0; 816 int pow = 0;
865 { 819 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 821 pow++;
868 } 822 }
869 823
870 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
871 } 825 }
872 else 826 else
873 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;
874 828
875 if (armour->weight <= 0) 829 if (armour->weight <= 0)
876 { 830 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 832 armour->weight = 1;
879 } 833 }
880 834
881 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);
882 836
883 if (op->type == PLAYER) 837 if (op->type == PLAYER)
884 { 838 {
885 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 842 op->update_stats ();
888 } 843 }
889 decrease_ob (improver); 844
845 improver->decrease ();
846
890 if (tmp) 847 if (tmp)
891 { 848 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 849
893 esrv_send_item (op, tmp);
894 }
895 return 1; 850 return 1;
896} 851}
897
898 852
899/* 853/*
900 * 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
901 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
902 */ 856 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 857 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
910 * 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
911 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
912 */ 861 */
913int 862int
914convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
915{ 864{
916 int nr = 0; 865 sint64 nr = 0, price_in;
917 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;
918 874
919 /* 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,
920 * 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
921 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
922 */ 878 */
923 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
924 { 880 {
925 int cost;
926
927 if (item->type != MONEY) 881 if (item->type != MONEY)
928 return 0; 882 return 0;
929 883
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 885 if (!nr)
932 return 0; 886 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 887
934 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 889
936 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
938 893
939 price_in = cost * item->value; 894 price_in = cost * item->value;
940 } 895 }
941 else 896 else
942 { 897 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
945 return 0; 901 return 0;
946 902
947 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
948 { 906 {
949 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
952 } 910 }
953 else 911 else
954 { 912 {
955 price_in = item->value; 913 price_in = item->value;
956 item->destroy (); 914 item->destroy ();
957 } 915 }
958 } 916 }
959 917
960 if (converter->inv != NULL) 918 if (converter->inv)
961 { 919 {
962 object *ob; 920 object *ob;
963 int i; 921 int i;
964 object *ob_to_copy; 922 object *ob_to_copy;
965 923
966 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
968 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++)
969 {
970 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 928 ob_to_copy = ob;
973 } 929
974 } 930 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 933 }
979 else 934 else
980 { 935 {
981 if (converter->other_arch == NULL) 936 if (!conv_to)
982 { 937 {
983 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",
984 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 940 return -1;
986 } 941 }
987 942
988 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 945 }
991 946
992 if (CONV_NR (converter)) 947 if (give)
993 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
994 if (nr) 950 if (nr)
995 item->nrof *= nr; 951 item->nrof *= nr;
996 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
997 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 }
998 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
999 { 965 {
1000 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",
1001 &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);
1002
1003 /** 968 /**
1004 * 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
1005 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1006 */ 971 */
1007 } 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
1008 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);
1009 return 1; 980 return 1;
1010} 981}
1011 982
1012/** 983/**
1013 * Handle apply on containers. 984 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1017 */ 988 */
1018 989static int
1019int
1020apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1021{ 991{
1022 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 993 return 0; /* This might change */
1027 994
1028 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1029 { 996 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 998 return 0;
1032 } 999 }
1033 1000
1034 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1035 1002
1036 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;
1037 { 1007 }
1038 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)
1039 { 1013 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1041 return 1; 1016 return 1;
1042 } 1017 }
1043 1018 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1019 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1060 { 1023 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1024
1081 if (tmp && tmp->type == CLOSE_CON) 1025 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1030 op->close_container ();
1090 { 1031 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1034 return 1;
1094 apply_container (op, tmp); 1035 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1096 op->container = sack; 1037 // it's locked?
1097 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1098 strcat (buf, "."); 1039 {
1099 } 1040 if (object *tmp = find_key (op, op, sack))
1100 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1042 else
1108 { 1043 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1045 return 1;
1145 } 1046 }
1146 }
1147 } 1047 }
1148 1048
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1050
1154 return 1; 1051 return 1;
1155} 1052}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1053
1282/** 1054/**
1283 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1285 */ 1057 */
1288{ 1060{
1289 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 1063 return 0;
1292 1064
1293 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1294 { 1066 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * 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
1297 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1298 */ 1070 */
1299 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1300 { 1072 {
1301 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));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1076 * old maps.
1305 */ 1077 */
1306 1078
1307/* push_button (altar);*/ 1079/* push_button (altar);*/
1308 } 1080 }
1309 else 1081 else
1310 { 1082 {
1311 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1312 push_button (altar); 1084 push_button (altar, originator);
1313 } 1085 }
1314 1086
1315 return !sacrifice; 1087 return !sacrifice;
1316 } 1088 }
1317 else 1089 else
1332 double opinion; 1104 double opinion;
1333 object *tmp, *next; 1105 object *tmp, *next;
1334 1106
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1108
1337 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 ())
1338 { 1121 {
1339 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1341 * the shop. 1124 * the shop.
1342 */ 1125 */
1346 1129
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1131 {
1349 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);
1350 1133
1134 if (i >= 0)
1351 tmp->remove (); 1135 tmp->move (i);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 1136 }
1361 } 1137 }
1362 1138
1363 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1367 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1369 */ 1145 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1147 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 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);
1375 1150
1376 if (i != -1) 1151 if (i != -1)
1377 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);
1378 1153
1379 return 0; 1154 return 0;
1380 } 1155 }
1156
1381 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1383 */ 1159 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 1161 }
1386 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1387 { 1163 {
1388 /* this is only used for players */ 1164 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1390 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
1391 if (shop_mat->msg) 1174 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1393 /* 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,
1394 * 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
1395 * actually the shop floor. 1178 * actually the shop floor.
1396 */ 1179 */
1397 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1398 { 1181 {
1399 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1400 1183
1401 if (opinion > 0.9) 1184 op->statusmsg (
1402 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."
1403 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1189 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1190 }
1410 } 1191 }
1411 else 1192 else
1412 { 1193 {
1413 /* 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
1414 * 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
1415 * they are not on the mat anymore 1196 * they are not on the mat anymore
1416 */ 1197 */
1417 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);
1418 1199
1419 if (i == -1) 1200 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1202 else
1424 { 1203 {
1425 op->remove (); 1204 op->remove ();
1426 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1437 * Handles applying a sign. 1216 * Handles applying a sign.
1438 */ 1217 */
1439static void 1218static void
1440apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1441{ 1220{
1442 readable_message_type *msgType; 1221 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 1222 return;
1444 1223
1445 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1446 { 1225 {
1447 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));
1448 return; 1227 return;
1449 } 1228 }
1450 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
1451 if (sign->stats.food) 1239 if (sign->stats.food)
1452 { 1240 {
1453 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1454 { 1242 {
1455 if (!sign->move_on) 1243 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1457 return; 1246 return;
1458 } 1247 }
1459 1248
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1250 sign->last_eat++;
1466 * 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
1467 * to us). 1256 * to us).
1468 */ 1257 */
1469 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)
1470 { 1259 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1472 return; 1261 return;
1473 } 1262 }
1474 msgType = get_readable_message_type (sign); 1263
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1476 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);
1477} 1306}
1478 1307
1479/** 1308/**
1480 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1495 return; 1324 return;
1496 1325
1497 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1499 */ 1328 */
1500 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1501 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1505 */ 1334 */
1506 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1507 { 1336 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[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);
1510 return; 1339 return;
1511 } 1340 }
1341
1512 recursion_depth++; 1342 recursion_depth++;
1513 if (trap->head) 1343 if (trap->head)
1514 trap = trap->head; 1344 trap = trap->head;
1515 1345
1516 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)))
1517 goto leave;
1518
1519 switch (trap->type) 1347 switch (trap->type)
1520 { 1348 {
1521 case PLAYERMOVER: 1349 case PLAYERMOVER:
1522 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:
1523 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1524 if (!trap->stats.maxsp) 1423 if (!trap->value)
1525 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1526 1426
1527 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1528 * 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
1529 */ 1442 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1531 1444
1532 /* 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)
1533 * above with some objects have zero speed, and thus the player 1446 {
1534 * 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 }
1535 */ 1456 }
1536 if (victim->speed_left < -50.0) 1457 break;
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1458 }
1540 goto leave;
1541 1459
1542 case SPINNER: 1460 case CONVERTER:
1543 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 { 1462 {
1595 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1596 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 } 1465 }
1607 1466
1608 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))
1609 { 1489 {
1610 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1611 * ab->above would be bogus 1491 * players output.
1612 */ 1492 */
1613 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1614 1495
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1616 { 1497 victim->enter_exit (trap);
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 } 1498 }
1626 goto leave; 1499 break;
1627 }
1628 1500
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1634 get_archetype ("burnout")->insert_at (trap, trap);
1635 }
1636
1637 goto leave;
1638
1639 case TRIGGER_BUTTON:
1640 case TRIGGER_PEDESTAL:
1641 case TRIGGER_ALTAR:
1642 check_trigger (trap, victim);
1643 goto leave;
1644
1645 case DEEP_SWAMP:
1646 walk_on_deep_swamp (trap, victim);
1647 goto leave;
1648
1649 case CHECK_INV:
1650 check_inv (victim, trap);
1651 goto leave;
1652
1653 case HOLE:
1654 /* Hole not open? */
1655 if (trap->stats.wc > 0)
1656 goto leave;
1657
1658 /* Is this a multipart monster and not the head? If so, return.
1659 * Processing will happen if the head runs into the pit
1660 */
1661 if (victim->head)
1662 goto leave;
1663
1664 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1665 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1666 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1667 goto leave;
1668
1669 case EXIT:
1670 if (victim->type == PLAYER && EXIT_PATH (trap))
1671 {
1672 /* Basically, don't show exits leading to random maps the
1673 * players output.
1674 */
1675 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1676 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1677
1678 victim->enter_exit (trap);
1679 }
1680 goto leave;
1681
1682 case ENCOUNTER: 1501 case ENCOUNTER:
1683 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1684 goto leave; 1503 break;
1685 1504
1686 case SHOP_MAT: 1505 case SHOP_MAT:
1687 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1688 goto leave; 1507 break;
1689 1508
1690 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1691 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1692 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1693 goto leave; 1512 break;
1694 1513
1695 case SIGN: 1514 case SIGN:
1696 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1697 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1698 1517
1699 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1700 goto leave; 1519 break;
1701 1520
1702 case CONTAINER: 1521 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1707 goto leave; 1523 break;
1708 1524
1709 case RUNE: 1525 case RUNE:
1710 case TRAP: 1526 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1712 {
1713 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1714 } 1529 break;
1715 goto leave;
1716 1530
1717 default: 1531 default:
1718 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 "
1719 "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);
1720 goto leave; 1534 break;
1721 } 1535 }
1722 1536
1723leave:
1724 recursion_depth--; 1537 recursion_depth--;
1725} 1538}
1726 1539
1727/** 1540/**
1728 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1733 int lev_diff; 1546 int lev_diff;
1734 object *skill_ob; 1547 object *skill_ob;
1735 1548
1736 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1737 { 1550 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1739 return; 1552 return;
1740 } 1553 }
1554
1741 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1742 { 1556 {
1743 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));
1744 return; 1558 return;
1745 } 1559 }
1746 1560
1747 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1748 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1749 if (!skill_ob) 1563 if (!skill_ob)
1750 { 1564 {
1751 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));
1752 return; 1566 return;
1753 } 1567 }
1568
1754 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1755 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1756 { 1571 {
1757 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1758 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."
1759 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1760 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."
1761 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1763 else if (lev_diff < 8)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1765 else if (lev_diff < 15)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1767 else
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1769 return; 1578 return;
1770 } 1579 }
1771 1580
1581 // we currently don't use the message types for anything.
1772 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1773 1583
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1775 msgType->message_type, msgType->message_subtype, 1585
1776 "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));
1777 1589
1778 /* gain xp from reading */ 1590 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1592 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1784 { 1596 {
1785 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1786 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1787 1599
1788 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1789 if (tmp->env)
1790 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1791 else
1792 op->contr->ns->floorbox_update ();
1793 } 1602 }
1794 1603
1795 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1796 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 */
1797 } 1606 }
1798} 1607}
1799 1608
1800/** 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/**
1801 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1802 * 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
1803 */ 1665 */
1804static void 1666static void
1805apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1806{ 1668{
1807 switch ((int) learn_skill (op, tmp)) 1669 switch (learn_skill (op, tmp))
1808 { 1670 {
1809 case 0: 1671 case 0:
1810 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1672 op->play_sound (sound_find ("generic_fail"));
1811 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)));
1812 return; 1674 break;
1813 1675
1814 case 1: 1676 case 1:
1815 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1816 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));
1817 return; 1680 break;
1818 1681
1819 default: 1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1820 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)));
1821 decrease_ob (tmp);
1822 return; 1686 break;
1823 } 1687 }
1824} 1688}
1825 1689
1826/** 1690/**
1827 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1847 return; 1711 return;
1848 } 1712 }
1849 return; 1713 return;
1850 } 1714 }
1851 1715
1852 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1853 tmp = spell->clone (); 1718 tmp = spell->clone ();
1854 insert_ob_in_ob (tmp, op); 1719 insert_ob_in_ob (tmp, op);
1855 1720
1856 if (special_prayer) 1721 if (special_prayer)
1857 SET_FLAG (tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1876 { 1741 {
1877 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1878 return; 1743 return;
1879 } 1744 }
1880 1745
1881 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));
1882 player_unready_range_ob (op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1883 esrv_remove_spell (op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1884 spob->destroy (); 1749 spob->destroy ();
1885} 1750}
1886 1751
1894{ 1759{
1895 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1896 1761
1897 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1898 { 1763 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1764 op->failmsg ("You are unable to read while blind.");
1900 return; 1765 return;
1901 } 1766 }
1902 1767
1903 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1904 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1905 * legacy spellbooks 1770 * legacy spellbooks
1906 */ 1771 */
1907
1908 if (tmp->slaying != NULL) 1772 if (tmp->slaying)
1909 { 1773 {
1910 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1911 if (!spell) 1776 if (!spell)
1912 { 1777 {
1913 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));
1914 return; 1779 return;
1915 } 1780 }
1916 else 1781 else
1917 insert_ob_in_ob (spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1783
1918 tmp->slaying = NULL; 1784 tmp->slaying = 0;
1919 } 1785 }
1920 1786
1921 skop = find_skill_by_name (op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
1922 1788
1923 /* 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
1924 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
1925 if (!skop) 1791 if (!skop)
1926 { 1792 {
1927 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));
1928 return; 1794 return;
1929 } 1795 }
1930 1796
1931 spell = tmp->inv; 1797 spell = tmp->inv;
1932 1798
1933 if (!spell) 1799 if (!spell)
1934 { 1800 {
1935 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);
1936 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!");
1937 return; 1803 return;
1938 } 1804 }
1939 1805
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1941 { 1808 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1943 return; 1811 return;
1944 } 1812 }
1945 1813
1946 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));
1947 1815
1948 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1949 {
1950 identify (tmp); 1817 identify (tmp);
1951
1952 if (tmp->env)
1953 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1954 else
1955 op->contr->ns->floorbox_update ();
1956 }
1957 1818
1958 /* 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
1959 * 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
1960 * 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
1961 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1962 */ 1823 */
1963 if (check_spell_known (op, spell->name)) 1824 if (check_spell_known (op, spell->name))
1964 { 1825 {
1965 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");
1966 return; 1827 return;
1967 } 1828 }
1968 1829
1969 if (spell->skill) 1830 if (spell->skill)
1970 { 1831 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1972 1833
1973 if (!spell_skill) 1834 if (!spell_skill)
1974 { 1835 {
1975 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));
1976 return; 1837 return;
1977 } 1838 }
1978 1839
1979 if (spell_skill->level < spell->level) 1840 if (spell_skill->level < spell->level)
1980 { 1841 {
1981 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));
1982 return; 1843 return;
1983 } 1844 }
1984 } 1845 }
1985 1846
1986 /* Logic as follows 1847 /* Logic as follows
1995 * 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
1996 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1997 */ 1858 */
1998 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1999 { 1860 {
2000 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!");
2001 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));
2002 } 1863 }
2003 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2004 (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])
2005 { 1866 {
2006 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2007 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2008 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
2009 1869
2010 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
2011 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2012 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);
2013 } 1873 }
2014 else 1874 else
2015 { 1875 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1876 op->contr->play_sound (sound_find ("fumble_spell"));
2017 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");
2018 } 1878 }
2019 decrease_ob (tmp); 1879
1880 tmp->decrease ();
2020} 1881}
2021 1882
2022/** 1883/**
2023 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
2024 */ 1885 */
2027{ 1888{
2028 object *skop; 1889 object *skop;
2029 1890
2030 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2031 { 1892 {
2032 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1893 op->failmsg ("You are unable to read while blind.");
2033 return; 1894 return;
2034 } 1895 }
2035 1896
2036 if (!tmp->inv || tmp->inv->type != SPELL) 1897 if (!tmp->inv || tmp->inv->type != SPELL)
2037 { 1898 {
2038 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.>");
2039 return; 1900 return;
2040 } 1901 }
2041 1902
2042 if (op->type == PLAYER) 1903 if (op->type == PLAYER)
2043 { 1904 {
2049 */ 1910 */
2050 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2051 1912
2052 if (!skop) 1913 if (!skop)
2053 { 1914 {
2054 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]));
2055 return; 1916 return;
2056 } 1917 }
2057 1918
2058 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2059 change_exp (op, exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
2060 } 1921 }
2061 1922
2062 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2063 identify (tmp); 1924 identify (tmp);
2064 1925
2065 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));
2066
2067 1927
2068 cast_spell (op, tmp, dir, tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
2069 decrease_ob (tmp); 1929 tmp->decrease ();
2070} 1930}
2071 1931
2072/** 1932/**
2073 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
2074 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
2075 * chest. 1935 * chest.
2076 */ 1936 */
2077static void 1937static void
2078apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
2079{ 1939{
2080 object *treas;
2081
2082
2083 /* 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
2084 * 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
2085 * 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
2086 * 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
2087 * treasure 1944 * treasure
2088 */ 1945 */
2089
2090 treas = tmp->inv; 1946 object *treas = tmp->inv;
2091 if (treas == NULL) 1947
1948 if (!treas)
2092 { 1949 {
2093 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1950 op->statusmsg ("The chest was empty.");
2094 decrease_ob (tmp); 1951 tmp->decrease ();
2095 return; 1952 return;
2096 } 1953 }
1954
2097 while (tmp->inv) 1955 while (tmp->inv)
2098 { 1956 {
2099 treas = tmp->inv; 1957 treas = tmp->inv;
2100
2101 treas->remove (); 1958 treas->remove ();
2102 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2103 1959
2104 treas->x = op->x; 1960 treas->x = op->x;
2105 treas->y = op->y; 1961 treas->y = op->y;
2106 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);
2107 1963
2108 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))
2109 spring_trap (treas, op); 1965 spring_trap (treas, op);
2110 1966
2111 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
2112 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
2113 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
2114 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
2115 */ 1971 */
2116 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
2117 break; 1973 break;
2118 } 1974 }
2119 1975
2120 if (!tmp->destroyed () && tmp->inv == NULL) 1976 if (!tmp->destroyed () && !tmp->inv)
2121 decrease_ob (tmp); 1977 tmp->decrease (true);
2122
2123}
2124
2125/**
2126 * op eats food.
2127 * If player, takes care of messages and dragon special food.
2128 */
2129static void
2130apply_food (object *op, object *tmp)
2131{
2132 int capacity_remaining;
2133
2134 if (op->type != PLAYER)
2135 op->stats.hp = op->stats.maxhp;
2136 else
2137 {
2138 /* check if this is a dragon (player), eating some flesh */
2139 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2140 ;
2141 else
2142 {
2143 /* usual case - no dragon meal: */
2144 if (op->stats.food + tmp->stats.food > 999)
2145 {
2146 if (tmp->type == FOOD || tmp->type == FLESH)
2147 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2148 else
2149 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2150 }
2151
2152 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2153 {
2154 char buf[MAX_BUF];
2155
2156 if (!is_dragon_pl (op))
2157 {
2158 /* eating message for normal players */
2159 if (tmp->type == DRINK)
2160 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2161 else
2162 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2163 }
2164 else
2165 {
2166 /* eating message for dragon players */
2167 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2168 }
2169
2170 new_draw_info (NDI_UNIQUE, 0, op, buf);
2171 capacity_remaining = 999 - op->stats.food;
2172 op->stats.food += tmp->stats.food;
2173 if (capacity_remaining < tmp->stats.food)
2174 op->stats.hp += capacity_remaining / 50;
2175 else
2176 op->stats.hp += tmp->stats.food / 50;
2177 if (op->stats.hp > op->stats.maxhp)
2178 op->stats.hp = op->stats.maxhp;
2179 if (op->stats.food > 999)
2180 op->stats.food = 999;
2181 }
2182
2183 /* special food hack -b.t. */
2184 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2185 eat_special_food (op, tmp);
2186 }
2187 }
2188 handle_apply_yield (tmp);
2189 decrease_ob (tmp);
2190} 1978}
2191 1979
2192/** 1980/**
2193 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2194 * 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.
2197 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2198 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2199 * return: 1987 * return:
2200 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2201 */ 1989 */
2202int 1990static int
2203dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2204{ 1992{
2205 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2206 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2207 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2208 1996
2209 char buf[MAX_BUF]; /* tmp. string buffer */
2210 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2211 double totalchance = 1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2212 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2213 double mbonus = 0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2214 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2215 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2216 int i; /* index */ 2003 int i; /* index */
2217 2004
2218 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2219 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2220 return 0; 2007 return 0;
2221 2008
2222 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2223 from the player's inventory */ 2010 from the player's inventory */
2224 shstr_cmp dragon_ability_force ("dragon_ability_force");
2225 shstr_cmp dragon_skin_force ("dragon_skin_force");
2226
2227 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2228 if (tmp->type == FORCE) 2012 if (tmp->type == FORCE)
2229 if (tmp->arch->name == dragon_skin_force) 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2230 skin = tmp; 2014 skin = tmp;
2231 else if (tmp->arch->name == dragon_ability_force) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2232 abil = tmp; 2016 abil = tmp;
2233 2017
2234 /* 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
2235 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2236 if (skin == NULL || abil == NULL) 2020 if (skin == NULL || abil == NULL)
2239 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2240 if ((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2241 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2242 else 2026 else
2243 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2244 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2245 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2246 2031
2247 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2248 2033
2249 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2250 2035
2251 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2252 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2262 2047
2263 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2264 flesh is too rare */ 2049 flesh is too rare */
2265 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2266 2051
2267 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2268 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2269 2054
2270 if (chance >= 0.) 2055 if (chance >= 0.)
2271 chance += 1.; 2056 chance += 1.;
2272 else 2057 else
2273 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2274 2059
2275 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2276 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2277 2062
2278 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2281 2066
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2284 { 2069 {
2285 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2286 winners++; 2071 winners++;
2287 } 2072 }
2288 2073
2293 } 2078 }
2294 } 2079 }
2295 2080
2296 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2297 totalchance = 100 - totalchance * 100; 2082 totalchance = 100 - totalchance * 100;
2083
2298 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2299 if (totalchance > 50.) 2086 if (totalchance > 50.)
2300 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2301 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2302 sprintf (buf, "The %s tasted very good.", &meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2303 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2304 sprintf (buf, "The %s tasted good.", &meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2305 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2306 sprintf (buf, "The %s tasted bland.", &meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2307 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2308 sprintf (buf, "The %s had a boring taste.", &meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2309 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))
2310 sprintf (buf, "The %s tasted strange.", &meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2311 else 2098 else
2312 sprintf (buf, "The %s had no taste.", &meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2313 new_draw_info (NDI_UNIQUE, 0, op, buf); 2100
2101 op->statusmsg (buf);
2314 2102
2315 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2316 i = -1; 2104 i = -1;
2317 if (winners > 0) 2105 if (winners > 0)
2318 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2319 2107
2320 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2321 { 2109 {
2322 /* resistance increased! */ 2110 /* resistance increased! */
2323 skin->resist[i]++; 2111 skin->resist[i]++;
2324 op->update_stats (); 2112 op->update_stats ();
2325 2113
2326 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]));
2327 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2328 } 2115 }
2329 2116
2330 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2331 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 */
2332 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)
2333 { 2120 {
2334 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> */
2335 2122
2336 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
2337 { 2129 ));
2338 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2339 new_draw_info (NDI_UNIQUE, 0, op, buf);
2340 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2341 new_draw_info (NDI_UNIQUE, 0, op, buf);
2342 }
2343 else 2130 else
2344 { 2131 {
2345 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]));
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2133 abil->last_eat = 0;
2348 } 2134 }
2349 } 2135 }
2136
2350 return 1; 2137 return 1;
2138}
2139
2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2146{
2147 int capacity_remaining;
2148
2149 if (op->type != PLAYER)
2150 op->stats.hp = op->stats.maxhp;
2151 else
2152 {
2153 /* check if this is a dragon (player), eating some flesh */
2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2155 ;
2156 else
2157 {
2158 /* usual case - no dragon meal: */
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 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
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 ();
2351} 2214}
2352 2215
2353/** 2216/**
2354 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2355 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2357static void 2220static void
2358apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2359{ 2222{
2360 object *armor; 2223 object *armor;
2361 2224
2362 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))
2363 { 2226 {
2364 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.>");
2365 return; 2228 return;
2366 } 2229 }
2367 2230
2368 armor = find_marked_object (op); 2231 armor = find_marked_object (op);
2369 2232
2370 if (!armor) 2233 if (!armor)
2371 { 2234 {
2372 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.");
2373 return; 2236 return;
2374 } 2237 }
2375 2238
2376 if (armor->type != ARMOUR 2239 if (armor->type != ARMOUR
2377 && armor->type != CLOAK 2240 && armor->type != CLOAK
2378 && 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)
2379 { 2242 {
2380 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2243 op->failmsg ("Your marked item is not armour!\n");
2381 return; 2244 return;
2382 } 2245 }
2383 2246
2384 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2385 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2386} 2249}
2387 2250
2388extern void 2251void
2389apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2390{ 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
2391 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2392 { 2260 {
2393 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2394 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2395 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2396 } 2264 }
2265
2397 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2398 { 2267 {
2399 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);
2400 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2401 } 2270 }
2271
2402 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2403 handle_apply_yield (tmp); 2273 poison->destroy ();
2404 decrease_ob (tmp);
2405} 2274}
2406 2275
2407/** 2276/**
2408 * This function 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
2409 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2410 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2411 * -You are
2412 * ° the owner of the exit
2413 * ° or in the same party as the owner
2414 * 2280 *
2415 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2416 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2417 * 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
2418 */ 2284 */
2419int 2285static object *
2420is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2421{ 2287{
2422 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2423 return 1; /*This is not a 2 way, so it is legal */
2424
2425#if 0 //TODO
2426 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2427 return 0; /* This is a reset town portal */
2428#endif
2429
2430 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2431
2432 if (exitmap)
2433 { 2289 {
2434 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2435
2436 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2437
2438 if (!tmp)
2439 return 0;
2440
2441 for (; tmp; tmp = tmp->above)
2442 { 2291 {
2443 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2444 continue; /*Not an exit */
2445
2446 if (!EXIT_PATH (tmp))
2447 continue; /*Not a valid exit */
2448
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */
2451
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2453 continue; /*Not in the same map */
2454
2455 /* From here we have found the exit is valid. However we do
2456 * here the check of the exit owner. It is important for the
2457 * town portals to prevent strangers from visiting your appartments
2458 */
2459 if (!exit->race)
2460 return 1; /*No owner, free for all! */
2461
2462 object *exit_owner = 0;
2463
2464 for_all_players (pp)
2465 { 2293 {
2466 if (!pp->ob) 2294 lighter = tmp;
2467 continue;
2468
2469 if (pp->ob->name != exit->race)
2470 continue;
2471
2472 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2473 break; 2295 break;
2474 } 2296 }
2297 }
2475 2298
2476 if (!exit_owner) 2299 if (!lighter)
2477 return 0; /* No more owner */ 2300 {
2478 2301 who->failmsg (format (
2479 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2480 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2481 2304 &op->name));
2482 if (exit_owner && /*There is a owner */
2483 (op->contr) && /*A player tries to pass */
2484 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2485 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2486 return 0; 2305 return 0;
2306 }
2307 }
2487 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));
2488 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2489 } 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
2490 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2491 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)
2492 return 0; 2545 return;
2493}
2494 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}
2495 2622
2496/** 2623/**
2497 * Main apply handler. 2624 * Main apply handler.
2498 * 2625 *
2499 * Checks for unpaid items before applying. 2626 * Checks for unpaid items before applying.
2501 * Return value: 2628 * Return value:
2502 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2503 * 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
2504 * 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
2505 * 2632 *
2506 * 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
2507 * being applied. 2634 * being applied.
2508 * 2635 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2511 */ 2638 */
2512
2513int 2639int
2514manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2515{ 2641{
2516 if (tmp->head) 2642 op = op->head_ ();
2517 tmp = tmp->head;
2518 2643
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2520 { 2645 {
2521 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2522 { 2647 {
2523 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
2524 return 1; 2650 return 1;
2525 } 2651 }
2526 else 2652 else
2527 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2528 } 2654 }
2529 2655
2530 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2531 return RESULT_INT (0); 2657 return RESULT_INT (0);
2532 2658
2533 switch (tmp->type) 2659 switch (op->type)
2534 { 2660 {
2535 case CF_HANDLE: 2661 case T_HANDLE:
2536 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2662 who->play_sound (sound_find ("turn_handle"));
2537 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2663 who->statusmsg ("You turn the handle.");
2538 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2539 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2540 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2541 push_button (tmp); 2667 push_button (op, who);
2542 return 1; 2668 return 1;
2543 2669
2544 case TRIGGER: 2670 case TRIGGER:
2545 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2546 { 2672 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2548 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2674 who->play_sound (sound_find ("turn_handle"));
2549 } 2675 }
2550 else 2676 else
2551 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2552 2678
2553 return 1; 2679 return 1;
2554 2680
2555 case EXIT: 2681 case EXIT:
2556 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2557 return 0; 2683 return 0;
2558 2684
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2560 { 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)));
2561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2562 }
2563 else 2687 else
2564 { 2688 {
2565 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2691 who->statusmsg (op->msg, NDI_NAVY);
2568 2692
2569 op->enter_exit (tmp); 2693 who->enter_exit (op);
2570 } 2694 }
2695
2571 return 1; 2696 return 1;
2572 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
2573 case SIGN: 2703 case SIGN:
2574 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2575 return 1; 2705 return 1;
2576 2706
2577 case BOOK: 2707 case BOOK:
2578 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2579 { 2709 {
2580 apply_book (op, tmp); 2710 apply_book (who, op);
2581 return 1; 2711 return 1;
2582 } 2712 }
2583 else 2713 else
2714 return 0;
2715
2716 case SKILLSCROLL:
2717 if (who->type == PLAYER)
2584 { 2718 {
2585 return 0;
2586 }
2587
2588 case SKILLSCROLL:
2589 if (op->type == PLAYER)
2590 {
2591 apply_skillscroll (op, tmp); 2719 apply_skillscroll (who, op);
2592 return 1;
2593 }
2594 return 0;
2595
2596 case SPELLBOOK:
2597 if (op->type == PLAYER)
2598 {
2599 apply_spellbook (op, tmp);
2600 return 1;
2601 }
2602 return 0;
2603
2604 case SCROLL:
2605 apply_scroll (op, tmp, 0);
2606 return 1;
2607
2608 case POTION:
2609 (void) apply_potion (op, tmp);
2610 return 1;
2611
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */
2613 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env);
2618 return 1;
2619
2620 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp);
2625 return 1;
2626
2627 case TREASURE:
2628 if (op->type == PLAYER)
2629 {
2630 apply_treasure (op, tmp);
2631 return 1; 2720 return 1;
2632 } 2721 }
2633 else 2722 else
2723 return 0;
2724
2725 case SPELLBOOK:
2726 if (who->type == PLAYER)
2634 { 2727 {
2728 apply_spellbook (who, op);
2635 return 0; 2729 return 1;
2636 } 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;
2637 2765
2638 case WEAPON: 2766 case WEAPON:
2639 case ARMOUR: 2767 case ARMOUR:
2640 case BOOTS: 2768 case BOOTS:
2641 case GLOVES: 2769 case GLOVES:
2649 case WAND: 2777 case WAND:
2650 case ROD: 2778 case ROD:
2651 case HORN: 2779 case HORN:
2652 case SKILL: 2780 case SKILL:
2653 case BOW: 2781 case BOW:
2654 case LAMP:
2655 case BUILDER: 2782 case BUILDER:
2656 case SKILL_TOOL: 2783 case SKILL_TOOL:
2657 if (tmp->env != op) 2784 if (op->env != who)
2658 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2786
2659 (void) apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2660 return 1; 2788 return 1;
2661 2789
2662 case DRINK: 2790 case DRINK:
2663 case FOOD: 2791 case FOOD:
2664 case FLESH: 2792 case FLESH:
2665 apply_food (op, tmp); 2793 apply_food (who, op);
2666 return 1; 2794 return 1;
2667 2795
2668 case POISON: 2796 case POISON:
2669 apply_poison (op, tmp); 2797 apply_poison (who, op);
2670 return 1; 2798 return 1;
2671 2799
2672 case SAVEBED: 2800 case SAVEBED:
2673 return 1; 2801 return 1;
2674 2802
2675 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2676 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2677 { 2805 {
2678 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2679 return 1; 2807 return 1;
2680 } 2808 }
2681 else 2809 else
2682 return 0; 2810 return 0;
2683 2811
2684 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2686 return 1; 2814 return 1;
2687 2815
2688 case CLOCK: 2816 case CLOCK:
2689 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2690 { 2818 {
2691 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2692 timeofday_t tod; 2820 timeofday_t tod;
2693 2821
2694 get_tod (&tod); 2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2695 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2696 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2697 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2828 ));
2699 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1; 2829 return 1;
2701 } 2830 }
2702 else 2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2703 { 2836 {
2704 return 0;
2705 }
2706
2707 case MENU:
2708 if (op->type == PLAYER)
2709 {
2710 shop_listing (op); 2837 shop_listing (op, who);
2711 return 1; 2838 return 1;
2712 } 2839 }
2713 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)
2714 { 2849 {
2715 return 0;
2716 }
2717
2718 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1;
2721
2722 case LIGHTER: /* for lighting torches/lanterns/etc */
2723 if (op->type == PLAYER)
2724 {
2725 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2726 return 1; 2851 return 1;
2727 } 2852 }
2728 else 2853 else
2729 {
2730 return 0; 2854 return 0;
2731 }
2732 2855
2733 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2735 return 1; 2858 return 1;
2736 2859
2737 default: 2860 default:
2738 return 0; 2861 return 0;
2739 } 2862 }
2740} 2863}
2741
2742 2864
2743/* 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"
2744 * 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
2745 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2746 * 2868 *
2747 * Same return value as apply() function. 2869 * Same return value as apply() function.
2748 */ 2870 */
2749int 2871int
2750player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2751{ 2873{
2752 int tmp;
2753
2754 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2755 { 2875 {
2756 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2757 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2758 { 2878 {
2759 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.>");
2760 return 0; 2882 return 0;
2761 } 2883 }
2762 } 2884 }
2763 2885
2764 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2765 * applied.
2766 */
2767 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2768 {
2769 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2770 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2771 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2772 op->destroy ();
2773 return 1;
2774 }
2775
2776 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2777 2887
2778 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2779 if (!quiet) 2890 if (!quiet)
2780 { 2891 {
2781 if (tmp == 0) 2892 if (tmp == 0)
2782 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)));
2783 else if (tmp == 2) 2894 else if (tmp == 2)
2784 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2895 pl->failmsg ("You must get it first!\n");
2785 } 2896 }
2897
2786 return tmp; 2898 return tmp;
2787} 2899}
2788 2900
2789/** 2901/**
2790 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2791 * 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
2792 * we use the ground. 2904 * we use the ground.
2793 */ 2905 */
2794
2795void 2906void
2796player_apply_below (object *pl) 2907player_apply_below (object *pl)
2797{ 2908{
2798 object *tmp, *next;
2799 int floors; 2909 int floors = 0;
2800 2910
2801 /* 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
2802 * item in the container. Otherwise, use the map. 2912 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* 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
2807 * 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
2808 * 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
2809 * 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
2810 * not return a proper value. 2917 * not return a proper value.
2811 */ 2918 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2813 { 2920 {
2814 next = tmp->below; 2921 next = tmp->below;
2922
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2924 floors++;
2817 else if (floors > 0) 2925 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2926 return; /* process only floor objects after first floor object */
2819 2927
2821 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2822 * 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
2823 * the item needs. 2931 * the item needs.
2824 */ 2932 */
2825 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2826 {
2827 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2828 return; 2935 return;
2829 } 2936
2830 if (floors >= 2) 2937 if (floors >= 2)
2831 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2832 } 2939 }
2833} 2940}
2834 2941
2839 * 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.
2840 */ 2947 */
2841static int 2948static int
2842unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2843{ 2950{
2844 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)))
2845 return RESULT_INT (0); 2953 return RESULT_INT (0);
2846 2954
2847 object *tmp2;
2848
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2956
2850 switch (op->type) 2957 switch (op->type)
2851 { 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
2852 case WEAPON: 2973 case WEAPON:
2853 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 }
2854 2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2855 (void) change_abil (who, op); 2983 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2857 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2858 clear_skill (who);
2859 break; 2985 break;
2860 2986
2861 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2987 case SKILL:
2863 if (op != who->chosen_skill) 2988 if (who->contr)
2864 { 2989 {
2865 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)));
2866 } 2999 }
2867 if (who->type == PLAYER) 3000
2868 {
2869 if (who->contr->shoottype == range_skill)
2870 who->contr->shoottype = range_none;
2871 if (!op->invisible)
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2874 }
2875 else
2876 {
2877 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2878 }
2879 }
2880 (void) change_abil (who, op); 3001 change_abil (who, op);
2881 who->chosen_skill = NULL;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 3003 break;
2884 3004
2885 case ARMOUR: 3005 case ARMOUR:
2886 case HELMET: 3006 case HELMET:
2890 case GLOVES: 3010 case GLOVES:
2891 case AMULET: 3011 case AMULET:
2892 case GIRDLE: 3012 case GIRDLE:
2893 case BRACERS: 3013 case BRACERS:
2894 case CLOAK: 3014 case CLOAK:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2896 (void) change_abil (who, op); 3016 change_abil (who, op);
2897 break; 3017 break;
2898 case LAMP:
2899 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2900 tmp2 = arch_to_object (op->other_arch);
2901 tmp2->x = op->x;
2902 tmp2->y = op->y;
2903 tmp2->map = op->map;
2904 tmp2->below = op->below;
2905 tmp2->above = op->above;
2906 tmp2->stats.food = op->stats.food;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908 3018
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911
2912 if (who->type == PLAYER)
2913 esrv_del_item (who->contr, op->count);
2914
2915 op->destroy ();
2916 insert_ob_in_ob (tmp2, who);
2917 who->update_stats ();
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 {
2920 if (who->type == PLAYER)
2921 {
2922 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 }
2925 }
2926 if (who->type == PLAYER)
2927 esrv_send_item (who, tmp2);
2928 return 1; /* otherwise, an attempt to drop causes problems */
2929 break;
2930 case BOW: 3019 case BOW:
2931 case WAND: 3020 case WAND:
2932 case ROD: 3021 case ROD:
2933 case HORN: 3022 case HORN:
2934 clear_skill (who); 3023 if (player *pl = who->contr)
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2936 if (who->type == PLAYER)
2937 { 3024 {
2938 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)));
2939 } 3032 }
2940 else 3033 else
2941 { 3034 {
3035 who->change_skill (0);
3036
2942 if (op->type == BOW) 3037 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 3038 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 3039 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 3041 }
3042
2947 break; 3043 break;
2948 3044
2949 case BUILDER: 3045 case BUILDER:
2950 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3046 if (who->contr)
2951 who->contr->shoottype = range_none; 3047 who->statusmsg (format ("You unready %s.", query_name (op)));
2952 who->contr->ranges[range_builder] = NULL;
2953 break; 3048 break;
2954 3049
2955 default: 3050 default:
2956 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
2957 break; 3052 break;
2958 } 3053 }
2959 3054
3055 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3056 if (object *pl = op->visible_to ())
3057 esrv_send_item (pl, op);
3058
2960 who->update_stats (); 3059 who->update_stats ();
2961 3060
2962 if (!(aflags & AP_NO_MERGE))
2963 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL);
2967 if (who->type == PLAYER)
2968 {
2969 if (tmp)
2970 { /* it was merged */
2971 esrv_del_item (who->contr, op->count);
2972 op = tmp;
2973 }
2974
2975 esrv_send_item (who, op);
2976 }
2977 }
2978 return 0; 3061 return 0;
2979} 3062}
2980 3063
2981/** 3064/**
2982 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
2983 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
2984 * 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
2985 * something like: 3068 * something like:
2986 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
2987 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2988 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
2989 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
2990 * 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.
2991 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 3075 * invisible other objects that use
2993 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
2994 */ 3077 */
2995object * 3078static object *
2996get_item_from_body_location (object *start, int loc) 3079get_next_item_from_body_location (int loc, object *start)
2997{ 3080{
2998 object *tmp;
2999
3000 if (!start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
3004 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))
3005 return tmp; 3085 return tmp;
3006 3086
3007 return NULL; 3087 return 0;
3008} 3088}
3009
3010
3011 3089
3012/** 3090/**
3013 * '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.
3014 * This should only be called when it is known 3092 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 3093 * that there are objects to unapply. This makes pretty heavy
3018 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
3019 * 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
3020 * 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
3021 * another function that does just that. 3099 * another function that does just that.
3022 */ 3100 */
3023int 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
3024unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3025{ 3109{
3026 int i; 3110 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 {
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 {
3038 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)))
3039 { 3114 {
3040 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3116 who->failmsg (query_name (tmp));
3042 else 3117 else
3043 unapply_special (who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
3044 } 3119 }
3045 else 3120 else
3046 { 3121 {
3047 /* 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.
3048 * 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
3049 * at least generate the message. 3124 * at least generate the message.
3050 */ 3125 */
3051 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)));
3052 return 1; 3127 return 1;
3053 }
3054
3055 } 3128 }
3056 }
3057 }
3058 3129
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 3131 {
3061 /* this used up a slot that we need to free */ 3132 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 3133 if (op->slot[i].info)
3063 { 3134 {
3064 last = who->inv; 3135 object *last = who->inv;
3065 3136
3066 /* 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
3067 * to free up enough slots. 3138 * to free up enough slots.
3068 */ 3139 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 3141 {
3071 tmp = get_item_from_body_location (last, i); 3142 object *tmp = get_next_item_from_body_location (i, last);
3143
3072 if (!tmp) 3144 if (!tmp)
3073 { 3145 {
3074#if 0 3146#if 0
3075 /* 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
3076 * equipped. 3148 * equipped.
3077 */ 3149 */
3078 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);
3079#endif 3151#endif
3080 return 1; 3152 return 1;
3081 } 3153 }
3154
3082 /* 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 */
3083 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))))
3084 { 3157 {
3085 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3159 who->failmsg (query_name (tmp));
3087 else 3160 else
3088 unapply_special (who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
3089 } 3162 }
3090 else 3163 else
3091 { 3164 {
3092 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
3093 * 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,
3094 * 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
3095 * one cursed ring.) 3168 * one cursed ring.)
3096 */ 3169 */
3097 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)));
3098 } 3171 }
3172
3099 last = tmp->below; 3173 last = tmp->below;
3100 } 3174 }
3101 /* 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
3102 * return in the !tmp would have kicked in. 3176 * return in the !tmp would have kicked in.
3103 */ 3177 */
3104 } /* if op is using this body location */ 3178 } /* if op is using this body location */
3105 } /* for body lcoations */ 3179 } /* for body lcoations */
3180
3106 return 0; 3181 return 0;
3107} 3182}
3108 3183
3109/** 3184/**
3110 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
3114 * 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
3115 * 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?)
3116 * 3191 *
3117 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
3118 * these return values. 3193 * these return values.
3119 */ 3194 */
3120int 3195int
3121can_apply_object (object *who, object *op) 3196can_apply_object (object *who, object *op)
3122{ 3197{
3123 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)))
3124 return RESULT_INT (0); 3199 return RESULT_INT (0);
3125 3200
3126 int i, retval = 0; 3201 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 3202 object *tmp = 0, *ws = 0;
3128 3203
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 3205 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3206 if (op->slot[i].info)
3137 { 3207 {
3138 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)
3139 { 3210 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 3211 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 3212 * really needed.
3156 */ 3213 */
3157 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
3158 } 3215 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 3216 else if (who->slot[i].used + op->slot[i].info < 0)
3160 { 3217 {
3161 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
3162 * we have. 3219 * we have.
3163 */ 3220 */
3164 object *tmp1;
3165
3166 3221
3167 /* 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
3168 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
3169 * 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
3170 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
3173 * may be two handed for example. 3228 * may be two handed for example.
3174 */ 3229 */
3175 if (ws) 3230 if (ws)
3176 { 3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 3232 {
3179 retval |= CAN_APPLY_UNAPPLY; 3233 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 3234 continue;
3181 } 3235 }
3182 }
3183 3236
3184 tmp1 = get_item_from_body_location (who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3185 if (!tmp1) 3238 if (!tmp1)
3186 { 3239 {
3187#if 0 3240#if 0
3188 /* 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
3189 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
3197 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
3198 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
3199 * to apply multiple objects 3252 * to apply multiple objects
3200 */ 3253 */
3201 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3255
3202 if (!tmp) 3256 if (!tmp)
3203 tmp = tmp1; 3257 tmp = tmp1;
3204 else if (tmp != tmp1) 3258 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 3260
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 3263 * the slots, the player then has a choice.
3211 */ 3264 */
3212 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)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3267 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 3268
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 3269 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 3270 * equipped? If not, there must be something else to unapply.
3217 */ 3271 */
3218 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)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 3273 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 3274 }
3222 } /* if not enough free slots */ 3275 } /* if not enough free slots */
3223 } /* if this object uses location i */ 3276 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 3277 } /* for i -> num_body_locations loop */
3225 3278
3230 * 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
3231 * all use the same location. 3284 * all use the same location.
3232 */ 3285 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3288
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3237 3291
3238
3239 if (who->type != PLAYER) 3292 if (who->type != PLAYER)
3240 { 3293 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 3295 retval |= CAN_APPLY_RESTRICTION;
3296
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3298 retval |= CAN_APPLY_RESTRICTION;
3299
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3301 retval |= CAN_APPLY_RESTRICTION;
3302
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3304 retval |= CAN_APPLY_RESTRICTION;
3249 } 3305 }
3306
3250 return retval; 3307 return retval;
3251} 3308}
3252
3253
3254 3309
3255/** 3310/**
3256 * 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.
3257 * 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,
3258 * 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
3267 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3268 * 3323 *
3269 * Optional flags: 3324 * Optional flags:
3270 * 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
3271 * 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
3272 * 3328 *
3273 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3274 * 3330 *
3275 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3276 */ 3332 */
3333
3334#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336
3277int 3337int
3278apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3279{ 3339{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop = NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3342
3284 if (who == NULL) 3343 if (who == NULL)
3285 { 3344 {
3286 LOG (llevError, "apply_special() from object without environment.\n"); 3345 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1; 3346 return 1;
3297 if (basic_flag == AP_APPLY) 3356 if (basic_flag == AP_APPLY)
3298 return 0; 3357 return 0;
3299 3358
3300 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)))
3301 { 3360 {
3302 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)));
3303 return 1; 3362 return 1;
3304 } 3363 }
3364
3305 return unapply_special (who, op, aflags); 3365 return unapply_special (who, op, aflags);
3306 } 3366 }
3307
3308 if (basic_flag == AP_UNAPPLY) 3367 else if (basic_flag == AP_UNAPPLY)
3309 return 0; 3368 return 0;
3310 3369
3311 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);
3312 3380
3313 /* 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 */
3314 if (i) 3382 if (int i = can_apply_object (who, op))
3315 { 3383 {
3316 if (i & CAN_APPLY_NEVER) 3384 if (i & CAN_APPLY_NEVER)
3317 { 3385 {
3318 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)));
3319 return 1; 3387 return 1;
3320 } 3388 }
3321 else if (i & CAN_APPLY_RESTRICTION) 3389 else if (i & CAN_APPLY_RESTRICTION)
3322 { 3390 {
3323 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 ));
3324 return 1; 3396 return 1;
3325 } 3397 }
3398
3326 if (who->type != PLAYER) 3399 if (who->type != PLAYER)
3327 { 3400 {
3328 /* Some error, so don't try to equip something more */ 3401 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 3402 if (unapply_for_ob (who, op, aflags))
3330 return 1; 3403 return 1;
3331 } 3404 }
3332 else 3405 else
3333 { 3406 {
3334 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))
3335 { 3408 {
3336 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3409 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3337 unapply_for_ob (who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 3411 return 1;
3339 } 3412 }
3340 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))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 3414 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 3415 return 1;
3345 }
3346 } 3416 }
3347 } 3417 }
3348 3418
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3420 {
3351 skop = find_skill_by_name (who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3422
3352 if (!skop) 3423 if (!skop)
3353 { 3424 {
3354 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));
3355 return 1; 3426 return 1;
3356 } 3427 }
3357 else 3428 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3361 */ 3431 */
3362 change_skill (who, skop, 0); 3432 who->change_skill (skop);
3363 }
3364 }
3365
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3367 { 3433 }
3368 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);
3369 return 1; 3438 return 1;
3370 } 3439 }
3371
3372 3440
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3376 */ 3444 */
3377 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3378
3379 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1);
3381 else
3382 tmp = NULL;
3383 3446
3384 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)))
3385 return RESULT_INT (0); 3448 return RESULT_INT (0);
3386 3449
3387 switch (op->type) 3450 switch (op->type)
3388 { 3451 {
3389 case WEAPON: 3452 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 3453 //TODO: this obviously fails for players using a shorter prefix
3391 { 3454 // i.e. "R" can use Ragnarok's sword.
3392 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))
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3394 if (tmp != NULL)
3395 (void) insert_ob_in_ob (tmp, who);
3396 return 1;
3397 }
3398 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3399 { 3456 {
3400 /* 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. */
3401 /* (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) */
3402 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
3403 if (tmp != NULL) 3461 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3462 insert_ob_in_ob (tmp, who);
3463
3405 return 1; 3464 return 1;
3406 } 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
3407 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3408
3409 if (skop)
3410 change_skill (who, skop, 1); 3474 who->change_skill (skop);
3411 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
3412 SET_FLAG (who, FLAG_READY_WEAPON); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3413
3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3415
3416 (void) change_abil (who, op); 3482 change_abil (who, op);
3417 break; 3483 break;
3418 3484
3419 case ARMOUR: 3485 case ARMOUR:
3420 case HELMET: 3486 case HELMET:
3421 case SHIELD: 3487 case SHIELD:
3425 case BRACERS: 3491 case BRACERS:
3426 case CLOAK: 3492 case CLOAK:
3427 case RING: 3493 case RING:
3428 case AMULET: 3494 case AMULET:
3429 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3430 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3431 (void) change_abil (who, op); 3497 change_abil (who, op);
3432 break; 3498 break;
3433 case LAMP: 3499
3434 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))
3435 { 3505 {
3436 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
3437 return 1; 3595 return 1;
3438 } 3596 }
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3440 tmp2 = arch_to_object (op->other_arch);
3441 tmp2->stats.food = op->stats.food;
3442 SET_FLAG (tmp2, FLAG_APPLIED);
3443 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3444 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3445 insert_ob_in_ob (tmp2, who);
3446 3597
3447 /* Remove the old lantern */ 3598 /*FALLTHROUGH*/
3448 if (who->type == PLAYER)
3449 esrv_del_item (who->contr, op->count);
3450
3451 op->destroy ();
3452
3453 /* insert the portion that was split off */
3454 if (tmp != NULL)
3455 {
3456 (void) insert_ob_in_ob (tmp, who);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 }
3460 who->update_stats ();
3461 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3462 {
3463 if (who->type == PLAYER)
3464 {
3465 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3466 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3467 }
3468 }
3469 if (who->type == PLAYER)
3470 esrv_send_item (who, tmp2);
3471 return 0;
3472 break;
3473
3474 /* this part is needed for skill-tools */
3475 case SKILL:
3476 case SKILL_TOOL:
3477 if (who->chosen_skill)
3478 {
3479 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3480 return 1;
3481 }
3482 if (who->type == PLAYER)
3483 {
3484 who->contr->shoottype = range_skill;
3485 who->contr->ranges[range_skill] = op;
3486 if (!op->invisible)
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3490 }
3491 else
3492 {
3493 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3494 }
3495 }
3496 SET_FLAG (op, FLAG_APPLIED);
3497 (void) change_abil (who, op);
3498 who->chosen_skill = op;
3499 SET_FLAG (who, FLAG_READY_SKILL);
3500 break;
3501
3502 case BOW: 3599 case WAND:
3503 if (!check_weapon_power (who, op->last_eat))
3504 {
3505 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3506 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3507 if (tmp != NULL)
3508 (void) insert_ob_in_ob (tmp, who);
3509 return 1;
3510 }
3511 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3512 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3514 if (tmp != NULL)
3515 (void) insert_ob_in_ob (tmp, who);
3516 return 1;
3517 }
3518 /*FALLTHROUGH*/ case WAND:
3519 case ROD: 3600 case ROD:
3520 case HORN: 3601 case HORN:
3521 /* 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
3522 SET_FLAG (op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3523 if (skop)
3524 change_skill (who, skop, 0); 3611 who->change_skill (skop);
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3526 3612
3527 if (who->type == PLAYER) 3613 if (who->contr)
3528 { 3614 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op)));
3618
3529 if (op->type == BOW) 3619 if (op->type == BOW)
3530 { 3620 {
3621 who->current_weapon = op;
3531 (void) change_abil (who, op); 3622 change_abil (who, op);
3532 new_draw_info_format (NDI_UNIQUE, 0, who,
3533 "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)));
3534 who->contr->shoottype = range_bow;
3535 }
3536 else
3537 {
3538 who->contr->shoottype = range_misc;
3539 } 3624 }
3540 } 3625 }
3541 else 3626 else
3542 { 3627 {
3543 if (op->type == BOW) 3628 if (op->type == BOW)
3544 SET_FLAG (who, FLAG_READY_BOW); 3629 SET_FLAG (who, FLAG_READY_BOW);
3545 else 3630 else
3546 SET_FLAG (who, FLAG_READY_RANGE); 3631 SET_FLAG (who, FLAG_READY_RANGE);
3547 } 3632 }
3633
3548 break; 3634 break;
3549 3635
3550 case BUILDER: 3636 case BUILDER:
3551 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)
3552 unapply_special (who, who->contr->ranges[range_builder], 0); 3641 unapply_special (who, who->contr->ranged_ob, 0);
3553 who->contr->shoottype = range_builder; 3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644
3554 who->contr->ranges[range_builder] = op; 3645 who->contr->ranged_ob = op;
3555 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3646 }
3556 break; 3647 break;
3557 3648
3558 default: 3649 default:
3559 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3650 who->statusmsg (format ("You apply %s.", query_name (op)));
3560 } /* end of switch op->type */ 3651 }
3561 3652
3562 SET_FLAG (op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3563 3654
3564 if (tmp != NULL) 3655 if (tmp)
3565 tmp = insert_ob_in_ob (tmp, who); 3656 who->insert (tmp);
3566 3657
3567 who->update_stats (); 3658 who->update_stats ();
3568 3659
3569 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3570 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3572 */ 3663 */
3573 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)
3574 SET_FLAG (op, FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3575 3666
3576 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3577 {
3578 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3579 { 3669 {
3580 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 );
3581 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3582 } 3675 }
3583 } 3676
3584 if (who->type == PLAYER) 3677 if (object *pl = op->visible_to ())
3585 {
3586 /* if multiple objects were applied, update both slots */
3587 if (tmp)
3588 esrv_send_item (who, tmp);
3589 esrv_send_item (who, op); 3678 esrv_send_item (pl, op);
3590 } 3679
3591 return 0; 3680 return 0;
3592}
3593
3594
3595int
3596monster_apply_special (object *who, object *op, int aflags)
3597{
3598 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3599 return 1;
3600 return apply_special (who, op, aflags);
3601} 3681}
3602 3682
3603/** 3683/**
3604 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3605 * 3685 *
3608int 3688int
3609auto_apply (object *op) 3689auto_apply (object *op)
3610{ 3690{
3611 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3612 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3613 3695
3614 switch (op->type) 3696 switch (op->type)
3615 { 3697 {
3616 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3617 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3619 3701
3620 do 3702 do
3621 { 3703 {
3622 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3623 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3624 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
3625 if (tmp == NULL) 3711 if (tmp == NULL)
3626 return 0; 3712 return 0;
3713
3627 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3628 { 3715 {
3629 tmp->destroy (); 3716 tmp->destroy ();
3630 tmp = NULL; 3717 tmp = NULL;
3631 } 3718 }
3634 3721
3635 tmp->x = op->x; 3722 tmp->x = op->x;
3636 tmp->y = op->y; 3723 tmp->y = op->y;
3637 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3638 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3639 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3640 identify (tmp); 3726 identify (tmp);
3641 break; 3727 break;
3642 3728
3643 case TREASURE: 3729 case TREASURE:
3644 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3645 return 0; 3731 return 0;
3646 3732
3647 while ((op->stats.hp--) > 0) 3733 while (op->stats.hp-- > 0)
3648 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3649 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);
3650 3736
3651 /* 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,
3652 * 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
3653 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3654 * that is put inside other objects. 3740 * that is put inside other objects.
3655 */ 3741 */
3656 for (tmp = op->inv; tmp; tmp = tmp2)
3657 {
3658 tmp2 = tmp->below;
3659 tmp->remove ();
3660
3661 if (op->env) 3742 if (op->env)
3662 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3663 else 3744 op->env->insert (op->inv);
3664 tmp->destroy ();
3665 }
3666 3745
3667 op->destroy (); 3746 op->destroy ();
3668 break; 3747 break;
3669 } 3748 }
3670 return tmp ? 1 : 0;
3671}
3672 3749
3750 return !!tmp;
3751}
3752
3673/** 3753/**
3674 * 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
3675 * when an original map is loaded) and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3676 * certain objects (most initialization of chests and creation of 3756 * certain objects (most initialization of chests and creation of
3677 * treasures and stuff). Calls auto_apply if appropriate. 3757 * treasures and stuff). Calls auto_apply if appropriate.
3678 */ 3758 */
3679void 3759void
3680maptile::fix_auto_apply () 3760maptile::fix_auto_apply ()
3689 3769
3690 if (tmp->inv) 3770 if (tmp->inv)
3691 { 3771 {
3692 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3693 3773
3694 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3695 { 3775 {
3696 invnext = invtmp->below; 3776 invnext = invtmp->below;
3697 3777
3698 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3699 auto_apply (invtmp); 3779 auto_apply (invtmp);
3700 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3701 { 3781 {
3702 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3703 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3704 3784
3705 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3706 } 3786 }
3707 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3712 * treasure again for this object 3792 * treasure again for this object
3713 */ 3793 */
3714 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3715 } 3795 }
3716 } 3796 }
3797
3717 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3718 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3719 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3720 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3721 * MSW 2004-05-13 3802 * MSW 2004-05-13
3725 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3726 */ 3807 */
3727 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3728 || 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)
3729 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3730
3731 } 3811 }
3732 3812
3733 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3734 auto_apply (tmp); 3814 auto_apply (tmp);
3735 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3758 { 3838 {
3759 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3839 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3760 tmp->randomitems = NULL; 3840 tmp->randomitems = NULL;
3761 } 3841 }
3762 3842
3843 // close all containers
3844 else if (tmp->type == CONTAINER)
3845 tmp->flag [FLAG_APPLIED] = 0;
3846
3763 tmp = above; 3847 tmp = above;
3764 } 3848 }
3765 3849
3766 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3769 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3770} 3854}
3771 3855
3772/** 3856/**
3773 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3774 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3775 * 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
3776 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3777 */ 3861 */
3778
3779void 3862void
3780eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3781{ 3864{
3782 object *force; 3865 object *force;
3783 int i, did_one = 0; 3866 int i, did_one = 0;
3784 sint8 k;
3785 3867
3786 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3787 3871
3788 for (i = 0; i < NUM_STATS; i++)
3789 {
3790 k = get_attr_value (&food->stats, i);
3791 if (k)
3792 {
3793 set_attr_value (&force->stats, i, k);
3794 did_one = 1;
3795 }
3796 }
3797
3798 /* check if we can protect the eater */
3799 for (i = 0; i < NROFATTACKS; i++)
3800 {
3801 if (food->resist[i] > 0)
3802 {
3803 force->resist[i] = food->resist[i] / 2;
3804 did_one = 1;
3805 }
3806 }
3807
3808 if (did_one)
3809 {
3810 force->set_speed (0.1);
3811 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3812 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3813 SET_FLAG (force, FLAG_APPLIED); 3874
3814 change_abil (who, force); 3875 if (force = who->force_find (key))
3815 insert_ob_in_ob (force, who); 3876 {
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;
3816 } 3886 }
3817 else 3887 else
3888 {
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
3818 force->destroy (); 3918 force->destroy ();
3919 }
3819 3920
3820 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3821 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3822 { 3923 {
3823 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3824 { 3925 {
3825 assign (who->contr->killer, food->name); 3926 who->contr->killer = food;
3826 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3827 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3928 who->failmsg ("Eck!...that was poisonous!");
3828 } 3929 }
3829 else 3930 else
3830 { 3931 {
3831 if (food->stats.hp > 0) 3932 if (food->stats.hp > 0)
3832 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3933 who->statusmsg ("You begin to feel better.");
3833 else 3934 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3936
3835 who->stats.hp += food->stats.hp; 3937 who->stats.hp += food->stats.hp;
3836 } 3938 }
3837 } 3939 }
3940
3838 if (food->stats.sp != 0) 3941 if (food->stats.sp != 0)
3839 { 3942 {
3840 if (QUERY_FLAG (food, FLAG_CURSED)) 3943 if (QUERY_FLAG (food, FLAG_CURSED))
3841 { 3944 {
3842 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3945 who->failmsg ("You are drained of mana!");
3843 who->stats.sp -= food->stats.sp; 3946 who->stats.sp -= food->stats.sp;
3844 if (who->stats.sp < 0) 3947 if (who->stats.sp < 0)
3845 who->stats.sp = 0; 3948 who->stats.sp = 0;
3846 } 3949 }
3847 else 3950 else
3848 { 3951 {
3849 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3952 who->statusmsg ("You feel a rush of magical energy!");
3850 who->stats.sp += food->stats.sp; 3953 who->stats.sp += food->stats.sp;
3851 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3852 } 3955 }
3853 } 3956 }
3957
3854 who->update_stats (); 3958 who->update_stats ();
3855}
3856
3857/**
3858 * Designed primarily to light torches/lanterns/etc.
3859 * Also burns up burnable material too. First object in the inventory is
3860 * the selected object to "burn". -b.t.
3861 */
3862void
3863apply_lighter (object *who, object *lighter)
3864{
3865 object *item;
3866 int is_player_env = 0;
3867
3868 item = find_marked_object (who);
3869 if (item)
3870 {
3871 if (lighter->last_eat && lighter->stats.food)
3872 { /* lighter gets used up */
3873 /* Split multiple lighters if they're being used up. Otherwise *
3874 * one charge from each would be used up. --DAMN */
3875 if (lighter->nrof > 1)
3876 {
3877 object *oneLighter = lighter->clone ();
3878
3879 lighter->nrof -= 1;
3880 oneLighter->nrof = 1;
3881 oneLighter->stats.food--;
3882 esrv_send_item (who, lighter);
3883 oneLighter = insert_ob_in_ob (oneLighter, who);
3884 esrv_send_item (who, oneLighter);
3885 }
3886 else
3887 lighter->stats.food--;
3888 }
3889 else if (lighter->last_eat)
3890 { /* no charges left in lighter */
3891 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3892 return;
3893 }
3894
3895 /* Perhaps we should split what we are trying to light on fire?
3896 * I can't see many times when you would want to light multiple
3897 * objects at once.
3898 */
3899
3900 if (who == item->in_player ())
3901 is_player_env = 1;
3902
3903 save_throw_object (item, AT_FIRE, who);
3904
3905 if (item->destroyed ())
3906 {
3907 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3908 /* Need to update the player so that the players glow radius
3909 * gets changed.
3910 */
3911 if (is_player_env)
3912 who->update_stats ();
3913 }
3914 else
3915 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3916 }
3917 else /* nothing to light */
3918 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3919
3920}
3921
3922/**
3923 * op made some mistake with a scroll, this takes care of punishment.
3924 * scroll_failure()- hacked directly from spell_failure
3925 */
3926void
3927scroll_failure (object *op, int failure, int power)
3928{
3929 if (abs (failure / 4) > power)
3930 power = abs (failure / 4); /* set minimum effect */
3931
3932 if (failure <= -1 && failure > -15)
3933 { /* wonder */
3934 object *tmp;
3935
3936 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3937 tmp = get_archetype (SPELL_WONDER);
3938 cast_wonder (op, op, 0, tmp);
3939 tmp->destroy ();
3940 }
3941 else if (failure <= -15 && failure > -35)
3942 { /* drain mana */
3943 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3944 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3945 if (op->stats.sp < 0)
3946 op->stats.sp = 0;
3947 }
3948 else if (settings.spell_failure_effects == TRUE)
3949 {
3950 if (failure <= -35 && failure > -60)
3951 { /* confusion */
3952 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3953 confuse_player (op, op, power);
3954 }
3955 else if (failure <= -60 && failure > -70)
3956 { /* paralysis */
3957 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3958 paralyze_player (op, op, power);
3959 }
3960 else if (failure <= -70 && failure > -80)
3961 { /* blind */
3962 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3963 blind_player (op, op, power);
3964 }
3965 else if (failure <= -80)
3966 { /* blast the immediate area */
3967 object *tmp;
3968
3969 tmp = get_archetype (LOOSE_MANA);
3970 cast_magic_storm (op, tmp, power);
3971 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3972 tmp->destroy ();
3973 }
3974 }
3975} 3959}
3976 3960
3977void 3961void
3978apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3979{ 3963{
3996 */ 3980 */
3997 int i, j; 3981 int i, j;
3998 3982
3999 for (i = 0; i < NUM_STATS; i++) 3983 for (i = 0; i < NUM_STATS; i++)
4000 { 3984 {
4001 sint8 stat = get_attr_value (stats, i); 3985 int race_bonus = pl->arch->stats.stat (i);
4002 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3986 sint8 stat = stats->stat (i) + ns->stat (i);
4003 3987
4004 stat += get_attr_value (ns, i);
4005 if (stat > 20 + race_bonus) 3988 if (stat > 20 + race_bonus)
4006 { 3989 {
4007 excess_stat++; 3990 excess_stat++;
4008 stat = 20 + race_bonus; 3991 stat = 20 + race_bonus;
4009 } 3992 }
4010 set_attr_value (stats, i, stat); 3993
3994 stats->stat (i) = stat;
4011 } 3995 }
4012 3996
4013 for (j = 0; excess_stat > 0 && j < 100; j++) 3997 for (j = 0; excess_stat > 0 && j < 100; j++)
4014 { /* try 100 times to assign excess stats */ 3998 { /* try 100 times to assign excess stats */
4015 int i = rndm (0, 6); 3999 int i = rndm (0, 6);
4016 int stat = get_attr_value (stats, i);
4017 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4018 4000
4019 if (i == CHA) 4001 if (i == CHA)
4020 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);
4021 if (stat < 20 + race_bonus) 4006 if (stat < 20 + race_bonus)
4022 { 4007 {
4023 change_attr_value (stats, i, 1); 4008 change_attr_value (stats, i, 1);
4024 excess_stat--; 4009 excess_stat--;
4025 } 4010 }
4026 } 4011 }
4027 4012
4028 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
4029 * the player ref: player.c 4014 * the player ref: player.c
4030 */ 4015 */
4031 if (change->randomitems != NULL) 4016 if (change->randomitems)
4032 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
4033
4034 4018
4035 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
4036 4020
4037 /* first, look for the force object banning 4021 /* first, look for the force object banning
4038 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
4039 */ 4023 */
4040 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
4041 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
4042 flag_change_face = 0; 4026 flag_change_face = 0;
4043 4027
4044 if (flag_change_face) 4028 if (flag_change_face)
4045 { 4029 {
4046 pl->animation_id = GET_ANIM_ID (change);
4047 pl->face = change->face; 4030 pl->face = change->face;
4048 4031 pl->animation_id = change->animation_id;
4049 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4050 SET_FLAG (pl, FLAG_ANIMATE);
4051 else
4052 CLEAR_FLAG (pl, FLAG_ANIMATE);
4053 } 4033 }
4054 4034
4055 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
4056 /*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); */
4057 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
4058 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4059 4039
4060 break; 4040 break;
4061 } 4041 }
4062 } 4042 }
4063} 4043}
4064 4044
4065/**
4066 * This handles items of type 'transformer'.
4067 * Basically those items, used with a marked item, transform both items into something
4068 * else.
4069 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4070 * Change information is contained in the 'slaying' field of the marked item.
4071 * The format is as follow: transformer:[number ]yield[;transformer:...].
4072 * This way an item can be transformed in many things, and/or many objects.
4073 * The 'slaying' field for transformer is used as verb for the action.
4074 */
4075void
4076apply_item_transformer (object *pl, object *transformer)
4077{
4078 object *marked;
4079 object *new_item;
4080 char *find;
4081 char *separator;
4082 int yield;
4083 char got[MAX_BUF];
4084 int len;
4085
4086 if (!pl || !transformer)
4087 return;
4088 marked = find_marked_object (pl);
4089 if (!marked)
4090 {
4091 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4092 return;
4093 }
4094 if (!marked->slaying)
4095 {
4096 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4097 return;
4098 }
4099 /* check whether they are compatible or not */
4100 find = strstr (marked->slaying, transformer->arch->name);
4101 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4102 {
4103 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4104 return;
4105 }
4106 find += strlen (transformer->arch->name) + 1;
4107 /* Item can be used, now find how many and what it yields */
4108 if (isdigit (*(find)))
4109 {
4110 yield = atoi (find);
4111 if (yield < 1)
4112 {
4113 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4114 yield = 1;
4115 }
4116 }
4117 else
4118 yield = 1;
4119
4120 while (isdigit (*find))
4121 find++;
4122 while (*find == ' ')
4123 find++;
4124 memset (got, 0, MAX_BUF);
4125 if ((separator = strchr (find, ';')) != NULL)
4126 {
4127 len = separator - find;
4128 }
4129 else
4130 {
4131 len = strlen (find);
4132 }
4133 if (len > MAX_BUF - 1)
4134 len = MAX_BUF - 1;
4135 strcpy (got, find);
4136 got[len] = '\0';
4137
4138 /* Now create new item, remove used ones when required. */
4139 new_item = get_archetype (got);
4140 if (!new_item)
4141 {
4142 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4143 return;
4144 }
4145
4146 new_item->nrof = yield;
4147 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4148 insert_ob_in_ob (new_item, pl);
4149 esrv_send_inventory (pl, pl);
4150 /* Eat up one item */
4151 decrease_ob_nr (marked, 1);
4152 /* Eat one transformer if needed */
4153 if (transformer->stats.food)
4154 if (--transformer->stats.food == 0)
4155 decrease_ob_nr (transformer, 1);
4156}

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