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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.70 by root, Sat Feb 10 21:01:10 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;
70 69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && 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 && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 85 return 1;
87 86
88 return 0; 87 return 0;
94 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
95 */ 94 */
96static int 95static int
97apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success = 0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* 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
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
114 */ 111 */
112 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 114 {
117 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
118 { 116 {
119 identify (marked); 117 identify (marked);
120 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));
121 if (marked->msg) 120 if (marked->msg)
122 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
125 } 124 }
126 return money == NULL;
127 } 125 }
128 }
129 126
130 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
131 { 128 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 130 {
134 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
135 { 132 {
136 identify (id); 133 identify (id);
137 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));
138 if (id->msg) 136 if (id->msg)
139 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
146 break; 141 break;
147 } 142 }
148 else 143 else
149 { 144 {
150 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");
151 break; 146 break;
152 } 147 }
153 } 148 }
154 } 149 }
155 if (!success) 150
156 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
157 return money == NULL; 156 return !money;
158} 157}
159 158
160/** 159/**
161 * 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
162 * matching item. 161 * matching item.
163 **/ 162 **/
164static void 163void
165handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
166{ 165{
167 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 168}
188 169
189/** 170/**
190 * Handles applying a potion. 171 * Handles applying a potion.
191 */ 172 */
192int 173int
193apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
194{ 175{
195 int got_one = 0, i; 176 int got_one = 0, i;
196 object *force = 0, *floor = 0; 177 object *force = 0;
197 178
198 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
199 180
200 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)
201 { 182 {
202 if (op->type == PLAYER)
203 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
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 186 return 0;
206 } 187 }
207 188
208 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 200
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 202 {
222 op->drain_stat (); 203 op->drain_stat ();
223 op->update_stats (); 204 op->update_stats ();
224 decrease_ob (tmp); 205 tmp->decrease ();
225 return 1; 206 return 1;
226 } 207 }
227 208
228 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
229 { 210 {
230 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 212 return 0;
232 } 213 }
214
233 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
234 216
235 if (depl) 217 if (depl)
236 { 218 {
237 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
240 222
241 depl->destroy (); 223 depl->destroy ();
242 op->update_stats (); 224 op->update_stats ();
243 } 225 }
244 else 226 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
246 228
247 decrease_ob (tmp); 229 tmp->decrease ();
248 return 1; 230 return 1;
249 } 231 }
250 232
251 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 235 {
254 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
255 { 237 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 239 {
258 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
259 { 241 {
260 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
261 break; 243 break;
262 } 244 }
245
263 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
264 { 247 {
265 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
266 break; 249 break;
267 } 250 }
251
268 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
269 { 253 {
270 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
271 break; 255 break;
272 } 256 }
276 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
277 { 261 {
278 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
279 break; 263 break;
280 } 264 }
265
281 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
282 { 267 {
283 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
284 break; 269 break;
285 } 270 }
271
286 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
287 { 273 {
288 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
289 break; 275 break;
290 } 276 }
291 } 277 }
292 } 278 }
293 279
294 /* Just makes checking easier */ 280 /* Just makes checking easier */
295 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
296 got_one = 1; 282 got_one = 1;
297 283
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 285 {
300 if (got_one) 286 if (got_one)
301 { 287 {
302 op->update_stats (); 288 op->update_stats ();
303 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 "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
306 } 292 }
307 else 293 else
308 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.");
309 } 295 }
310 else 296 else
311 { /* cursed potion */ 297 { /* cursed potion */
312 if (got_one) 298 if (got_one)
313 { 299 {
314 op->update_stats (); 300 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
316 } 302 }
317 else 303 else
318 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);
319 } 305 }
320 306
321 decrease_ob (tmp); 307 tmp->decrease ();
322 return 1; 308 return 1;
323 } 309 }
324 310
325 311
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 */ 316 */
331 if (tmp->inv) 317 if (tmp->inv)
332 { 318 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 320 {
335 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
336 322 create_exploding_ball_at (op, op->level);
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 323 }
346 else 324 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 326
349 decrease_ob (tmp); 327 tmp->decrease ();
328
350 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 331 op->update_stats ();
332
353 return 1; 333 return 1;
354 } 334 }
355 335
356 /* Deal with protection potions */ 336 /* Deal with protection potions */
357 force = NULL; 337 force = NULL;
359 { 339 {
360 if (tmp->resist[i]) 340 if (tmp->resist[i])
361 { 341 {
362 if (!force) 342 if (!force)
363 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
366 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 */
367 } 348 }
368 } 349 }
350
369 /* This is a protection potion */ 351 /* This is a protection potion */
370 if (force) 352 if (force)
371 { 353 {
372 /* cursed items last longer */ 354 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 357 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 361 }
362
380 force->speed_left = -1; 363 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 367 change_abil (op, force);
385 decrease_ob (tmp); 368 tmp->decrease ();
386 return 1; 369 return 1;
387 } 370 }
388 371
389 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 373 if (op->type == PLAYER)
391 { /* only for players */ 374 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 379 else
395 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
396 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
398 } 384 }
399 385
400 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 389 * up all the stats.
404 */ 390 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 392 op->update_stats ();
407 decrease_ob (tmp); 393 tmp->decrease ();
408 return 1; 394 return 1;
409} 395}
410 396
411/**************************************************************************** 397/****************************************************************************
412 * Weapon improvement code follows 398 * Weapon improvement code follows
413 ****************************************************************************/ 399 ****************************************************************************/
414 400
415/** 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/**
416 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
417 */ 418 */
418static int 419static int
419check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
420{ 421{
421 int count = 0; 422 int count = 0;
422 423
423 424 if (!item)
424 if (item == NULL)
425 return 0; 425 return 0;
426 426
427 op = op->below; 427 for (op = op->below; op; op = op->below)
428 while (op != NULL) 428 if (op->arch->archname == item)
429 {
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 }
440 }
441
442 op = op->below;
443 }
444 432
445 return count; 433 return count;
446} 434}
447 435
448/** 436/**
450 * op is typically the player, which is only 438 * op is typically the player, which is only
451 * really used to determine what space to look at. 439 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
453 */ 441 */
454static void 442static void
455eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 444{
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
483/** 473/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * 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.
537 * 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.
538 */ 476 */
539static int 477static int
540check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
541{ 479{
542 int count = 0; 480 int count = 0;
543 481
544 if (improver->slaying != NULL) 482 if (improver->slaying)
545 { 483 {
546 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
547 if (count < 1) 485 if (count < 1)
548 { 486 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 488 return 0;
554 } 489 }
555 } 490 }
556 else 491 else
557 count = 1; 492 count = 1;
560} 495}
561 496
562/** 497/**
563 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
564 */ 499 */
565int 500static int
566improve_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)
567{ 502{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 503 stat += sacrifice_count;
571 weapon->last_eat++; 504 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
573 decrease_ob (improver);
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 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
577 return 1; 516 return 1;
578} 517}
579 518
580/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 524#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 526#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 529#define IMPROVE_INT 10
591#define IMPROVE_POW 11 530#define IMPROVE_POW 11
592
593 531
594/** 532/**
595 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
597 */ 535 */
598 536static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
601{ 538{
602 int sacrifice_count, i; 539 int sacrifice_count, i;
603 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
604 541
605 if (weapon->level != 0) 542 if (weapon->level != 0)
606 { 543 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
608 return 0; 545 return 0;
609 } 546 }
547
610 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 549 if (weapon->resist[i])
612 break; 550 break;
613 551
614 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
621 { 559 {
622 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.>");
623 return 0; 563 return 0;
624 } 564 }
565
625 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
627 return 0; 568 return 0;
569
628 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
631 572
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
633 578
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 582 slot at once! */
638 decrease_ob (improver); 583 improver->decrease ();
639 weapon->last_eat = 0; 584 weapon->last_eat = 0;
640 return 1; 585 return 1;
641} 586}
642
643 587
644/** 588/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 590 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
650 * 594 *
651 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
654 */ 598 */
655int 599static int
656improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
657{ 601{
658 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
659 603
660 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
663 } 606
664 if (weapon->level == 0) 607 if (weapon->level == 0)
665 { 608 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 612 return 0;
668 } 613 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 617 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 619 return 0;
673 } 620 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
675 { 624 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
679 return 0; 628 return 0;
680 } 629 }
630
681 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 634 * weapon can be improved.
685 */ 635 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 637 {
688 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 641 weapon->last_eat++;
692 642
693 weapon->item_power++; 643 weapon->item_power++;
694 decrease_ob (improver); 644 improver->decrease ();
695 return 1; 645 return 1;
696 } 646 }
647
697 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 649 {
699 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 652 if (weapon->weight < 1)
702 weapon->weight = 1; 653 weapon->weight = 1;
654
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 656 weapon->last_eat++;
705 weapon->item_power++; 657 weapon->item_power++;
706 decrease_ob (improver); 658 improver->decrease ();
707 return 1; 659 return 1;
708 } 660 }
661
709 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 663 {
711 weapon->magic++; 664 weapon->magic++;
712 weapon->last_eat++; 665 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 667 improver->decrease ();
715 weapon->item_power++; 668 weapon->item_power++;
716 return 1; 669 return 1;
717 } 670 }
718 671
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
725 678
726 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
728 { 681 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 683 return 0;
731 } 684 }
685
732 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 687 weapon->item_power++;
734 688
735 switch (improver->stats.sp) 689 switch (improver->stats.sp)
736 { 690 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 698 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
753 } 700 }
701
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 703 return 0;
756} 704}
757 705
758/** 706/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
762 */ 710 */
763int 711static int
764check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
765{ 713{
766 object *otmp; 714 object *otmp;
767 715
768 if (op->type != PLAYER) 716 if (op->type != PLAYER)
769 return 0; 717 return 0;
718
770 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))
771 { 720 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 722 return 0;
774 } 723 }
724
775 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
776 if (!otmp) 727 if (!otmp)
777 { 728 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 730 return 0;
780 } 731 }
732
781 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 734 {
783 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!");
784 return 0; 736 return 0;
785 } 737 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
787 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
789 return 1; 743 return 1;
790} 744}
791 745
809 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
810 * the users level or 90) 764 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now. 766 * changing of physical area right now.
813 */ 767 */
814int 768static int
815improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
816{ 770{
817 object *tmp; 771 object *tmp;
818 772
819 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
820 { 774 {
821 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!");
822 return 0; 776 return 0;
823 } 777 }
778
824 /* 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,
825 * 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.
826 * 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
827 * of gnarg and what not?) 782 * of gnarg and what not?)
828 */ 783 */
829 if (armour->title) 784 if (armour->title)
830 { 785 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 787 return 0;
833 } 788 }
834 789
835 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
837 */ 792 */
838 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 794
843 armour->magic++; 795 armour->magic++;
844 796
845 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
846 { 798 {
851 { 803 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 805 pow++;
854 } 806 }
855 807
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 809 }
858 else 810 else
859 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;
860 812
861 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
862 { 814 {
863 int base = 100; 815 int base = 100;
864 int pow = 0; 816 int pow = 0;
867 { 819 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 821 pow++;
870 } 822 }
871 823
872 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
873 } 825 }
874 else 826 else
875 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;
876 828
877 if (armour->weight <= 0) 829 if (armour->weight <= 0)
878 { 830 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 832 armour->weight = 1;
881 } 833 }
882 834
883 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);
884 836
885 if (op->type == PLAYER) 837 if (op->type == PLAYER)
886 { 838 {
887 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 842 op->update_stats ();
890 } 843 }
891 decrease_ob (improver); 844
845 improver->decrease ();
846
892 if (tmp) 847 if (tmp)
893 { 848 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 849
895 esrv_send_item (op, tmp);
896 }
897 return 1; 850 return 1;
898} 851}
899
900 852
901/* 853/*
902 * 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
903 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
904 */ 856 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 857 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
912 * 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
913 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
914 */ 861 */
915int 862int
916convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
917{ 864{
918 int nr = 0; 865 sint64 nr = 0, price_in;
919 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;
920 874
921 /* 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,
922 * 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
923 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
924 */ 878 */
925 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
926 { 880 {
927 int cost;
928
929 if (item->type != MONEY) 881 if (item->type != MONEY)
930 return 0; 882 return 0;
931 883
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 885 if (!nr)
934 return 0; 886 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 887
936 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 889
938 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
940 893
941 price_in = cost * item->value; 894 price_in = cost * item->value;
942 } 895 }
943 else 896 else
944 { 897 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
947 return 0; 901 return 0;
948 902
949 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
950 { 906 {
951 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
954 } 910 }
955 else 911 else
956 { 912 {
957 price_in = item->value; 913 price_in = item->value;
958 item->destroy (); 914 item->destroy ();
959 } 915 }
960 } 916 }
961 917
962 if (converter->inv != NULL) 918 if (converter->inv)
963 { 919 {
964 object *ob; 920 object *ob;
965 int i; 921 int i;
966 object *ob_to_copy; 922 object *ob_to_copy;
967 923
968 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
970 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++)
971 {
972 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 928 ob_to_copy = ob;
975 } 929
976 } 930 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 933 }
981 else 934 else
982 { 935 {
983 if (converter->other_arch == NULL) 936 if (!conv_to)
984 { 937 {
985 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",
986 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 940 return -1;
988 } 941 }
989 942
990 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 945 }
993 946
994 if (CONV_NR (converter)) 947 if (give)
995 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
996 if (nr) 950 if (nr)
997 item->nrof *= nr; 951 item->nrof *= nr;
998 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
999 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 }
1000 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 965 {
1002 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",
1003 &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);
1004
1005 /** 968 /**
1006 * 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
1007 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1008 */ 971 */
1009 } 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
1010 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);
1011 return 1; 980 return 1;
1012} 981}
1013 982
1014/** 983/**
1015 * Handle apply on containers. 984 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1017 * 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]
1018 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1019 */ 988 */
1020int 989static int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 993 return 0; /* This might change */
1025 994
1031 1000
1032 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1033 1002
1034 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1035 { 1004 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1006 return 1;
1038 } 1007 }
1039 1008
1040 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1042 { 1011 {
1043 if (op->container == sack) 1012 if (op->container_ () == sack)
1044 { 1013 {
1045 // open on ground or inv, so close 1014 // open on ground or inv, so close
1046 op->close_container (); 1015 op->close_container ();
1047 return 1; 1016 return 1;
1048 } 1017 }
1049 else if (!sack->env) 1018 else if (!sack->env)
1050 { 1019 {
1051 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1022 return 1;
1054 } 1023 }
1055 1024
1056 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1057 } 1026 }
1059 { 1028 {
1060 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1030 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1034 return 1;
1066 } 1035 }
1067 1036
1068 // it's locked? 1037 // it's locked?
1069 if (sack->slaying) 1038 if (sack->slaying)
1070 { 1039 {
1071 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1042 else
1074 { 1043 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1045 return 1;
1077 } 1046 }
1078 } 1047 }
1079 1048
1080 op->open_container (sack); 1049 op->open_container (sack);
1091{ 1060{
1092 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1063 return 0;
1095 1064
1096 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1097 { 1066 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * 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
1100 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1101 */ 1070 */
1102 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1103 { 1072 {
1104 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));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1076 * old maps.
1108 */ 1077 */
1109 1078
1110/* push_button (altar);*/ 1079/* push_button (altar);*/
1111 } 1080 }
1112 else 1081 else
1113 { 1082 {
1114 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1115 push_button (altar); 1084 push_button (altar, originator);
1116 } 1085 }
1117 1086
1118 return !sacrifice; 1087 return !sacrifice;
1119 } 1088 }
1120 else 1089 else
1135 double opinion; 1104 double opinion;
1136 object *tmp, *next; 1105 object *tmp, *next;
1137 1106
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1108
1140 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 ())
1141 { 1121 {
1142 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1144 * the shop. 1124 * the shop.
1145 */ 1125 */
1149 1129
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 { 1131 {
1152 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);
1153 1133
1134 if (i >= 0)
1154 tmp->remove (); 1135 tmp->move (i);
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 } 1136 }
1164 } 1137 }
1165 1138
1166 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1170 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1172 */ 1145 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1147 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 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);
1178 1150
1179 if (i != -1) 1151 if (i != -1)
1180 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);
1181 1153
1182 return 0; 1154 return 0;
1183 } 1155 }
1156
1184 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1186 */ 1159 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 1161 }
1189 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1190 { 1163 {
1191 /* this is only used for players */ 1164 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1193 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
1194 if (shop_mat->msg) 1174 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1196 /* 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,
1197 * 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
1198 * actually the shop floor. 1178 * actually the shop floor.
1199 */ 1179 */
1200 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1201 { 1181 {
1202 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1203 1183
1204 if (opinion > 0.9) 1184 op->statusmsg (
1205 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."
1206 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1189 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1190 }
1213 } 1191 }
1214 else 1192 else
1215 { 1193 {
1216 /* 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
1217 * 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
1218 * they are not on the mat anymore 1196 * they are not on the mat anymore
1219 */ 1197 */
1220 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);
1221 1199
1222 if (i == -1) 1200 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1202 else
1227 { 1203 {
1228 op->remove (); 1204 op->remove ();
1229 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1240 * Handles applying a sign. 1216 * Handles applying a sign.
1241 */ 1217 */
1242static void 1218static void
1243apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1244{ 1220{
1245 readable_message_type *msgType; 1221 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 1222 return;
1247 1223
1248 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1249 { 1225 {
1250 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));
1251 return; 1227 return;
1252 } 1228 }
1253 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
1254 if (sign->stats.food) 1239 if (sign->stats.food)
1255 { 1240 {
1256 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1257 { 1242 {
1258 if (!sign->move_on) 1243 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1260 return; 1246 return;
1261 } 1247 }
1262 1248
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1250 sign->last_eat++;
1269 * 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
1270 * to us). 1256 * to us).
1271 */ 1257 */
1272 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)
1273 { 1259 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1275 return; 1261 return;
1276 } 1262 }
1277 msgType = get_readable_message_type (sign); 1263
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1279 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);
1280} 1306}
1281 1307
1282/** 1308/**
1283 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1298 return; 1324 return;
1299 1325
1300 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1301 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1302 */ 1328 */
1303 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1304 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1305 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1306 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1307 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1308 */ 1334 */
1309 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1310 { 1336 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[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);
1313 return; 1339 return;
1314 } 1340 }
1341
1315 recursion_depth++; 1342 recursion_depth++;
1316 if (trap->head) 1343 if (trap->head)
1317 trap = trap->head; 1344 trap = trap->head;
1318 1345
1319 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)))
1320 goto leave;
1321
1322 switch (trap->type) 1347 switch (trap->type)
1323 { 1348 {
1324 case PLAYERMOVER: 1349 case PLAYERMOVER:
1325 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:
1326 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1327 if (!trap->stats.maxsp) 1423 if (!trap->value)
1328 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1329 1426
1330 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1331 * 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
1332 */ 1442 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1334 1444
1335 /* 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)
1336 * above with some objects have zero speed, and thus the player 1446 {
1337 * 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 }
1338 */ 1456 }
1339 if (victim->speed_left < -50.0) 1457 break;
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1458 }
1343 goto leave;
1344 1459
1345 case SPINNER: 1460 case CONVERTER:
1346 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1347 {
1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1349 update_turn_face (victim);
1350 }
1351 goto leave;
1352
1353 case DIRECTOR:
1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1356 victim->direction = trap->stats.sp;
1357 update_turn_face (victim);
1358 }
1359 goto leave;
1360
1361 case BUTTON:
1362 case PEDESTAL:
1363 update_button (trap);
1364 goto leave;
1365
1366 case ALTAR:
1367 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator);
1369 goto leave;
1370
1371 case THROWN_OBJ:
1372 if (trap->inv == NULL)
1373 goto leave;
1374 /* fallthrough */
1375
1376 case ARROW:
1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1378 * trigger this here and get hit by own missile - and will be own enemy.
1379 * Victim then is his own enemy and will start to kill herself (this is
1380 * removed) but we have not synced victim and his missile. To avoid senseless
1381 * action, we avoid hits here
1382 */
1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384 hit_with_arrow (trap, victim);
1385 goto leave;
1386
1387 case SPELL_EFFECT:
1388 apply_spell_effect (trap, victim);
1389 goto leave;
1390
1391 case TRAPDOOR:
1392 {
1393 int max, sound_was_played;
1394 object *ab, *ab_next;
1395
1396 if (!trap->value)
1397 { 1462 {
1398 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1399 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave;
1406
1407 SET_ANIMATION (trap, trap->value);
1408 update_object (trap, UP_OBJ_FACE);
1409 } 1465 }
1410 1466
1411 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))
1412 { 1489 {
1413 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1414 * ab->above would be bogus 1491 * players output.
1415 */ 1492 */
1416 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1417 1495
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1419 { 1497 victim->enter_exit (trap);
1420 if (!sound_was_played)
1421 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423 sound_was_played = 1;
1424 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 }
1428 } 1498 }
1429 goto leave; 1499 break;
1430 }
1431 1500
1432
1433 case CONVERTER:
1434 if (convert_item (victim, trap) < 0)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1439
1440 goto leave;
1441
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 check_trigger (trap, victim);
1446 goto leave;
1447
1448 case DEEP_SWAMP:
1449 walk_on_deep_swamp (trap, victim);
1450 goto leave;
1451
1452 case CHECK_INV:
1453 check_inv (victim, trap);
1454 goto leave;
1455
1456 case HOLE:
1457 /* Hole not open? */
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave;
1471
1472 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1475 /* Basically, don't show exits leading to random maps the
1476 * players output.
1477 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1481 victim->enter_exit (trap);
1482 }
1483 goto leave;
1484
1485 case ENCOUNTER: 1501 case ENCOUNTER:
1486 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1487 goto leave; 1503 break;
1488 1504
1489 case SHOP_MAT: 1505 case SHOP_MAT:
1490 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1491 goto leave; 1507 break;
1492 1508
1493 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1494 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1495 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1496 goto leave; 1512 break;
1497 1513
1498 case SIGN: 1514 case SIGN:
1499 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1500 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1501 1517
1502 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1503 goto leave; 1519 break;
1504 1520
1505 case CONTAINER: 1521 case CONTAINER:
1506 apply_container (victim, trap); 1522 apply_container (victim, trap);
1507 goto leave; 1523 break;
1508 1524
1509 case RUNE: 1525 case RUNE:
1510 case TRAP: 1526 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1514 } 1529 break;
1515 goto leave;
1516 1530
1517 default: 1531 default:
1518 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 "
1519 "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);
1520 goto leave; 1534 break;
1521 } 1535 }
1522 1536
1523leave:
1524 recursion_depth--; 1537 recursion_depth--;
1525} 1538}
1526 1539
1527/** 1540/**
1528 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1533 int lev_diff; 1546 int lev_diff;
1534 object *skill_ob; 1547 object *skill_ob;
1535 1548
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1550 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1539 return; 1552 return;
1540 } 1553 }
1554
1541 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1542 { 1556 {
1543 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));
1544 return; 1558 return;
1545 } 1559 }
1546 1560
1547 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1563 if (!skill_ob)
1550 { 1564 {
1551 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));
1552 return; 1566 return;
1553 } 1567 }
1568
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1571 {
1557 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1558 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."
1559 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 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."
1561 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return; 1578 return;
1570 } 1579 }
1571 1580
1581 // we currently don't use the message types for anything.
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1573 1583
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1575 msgType->message_type, msgType->message_subtype, 1585
1576 "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));
1577 1589
1578 /* gain xp from reading */ 1590 /* gain xp from reading */
1579 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1580 { /* only if not read before */ 1592 { /* only if not read before */
1581 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1583 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1584 { 1596 {
1585 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1586 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1587 1599
1588 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1589 if (tmp->env)
1590 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1591 else
1592 op->contr->ns->floorbox_update ();
1593 } 1602 }
1594 1603
1595 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1596 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 */
1597 } 1606 }
1598} 1607}
1599 1608
1600/** 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/**
1601 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1602 * 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
1603 */ 1665 */
1604static void 1666static void
1605apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1606{ 1668{
1607 switch ((int) learn_skill (op, tmp)) 1669 switch (learn_skill (op, tmp))
1608 { 1670 {
1609 case 0: 1671 case 0:
1610 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1672 op->play_sound (sound_find ("generic_fail"));
1611 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)));
1612 return; 1674 break;
1613 1675
1614 case 1: 1676 case 1:
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1616 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));
1617 return; 1680 break;
1618 1681
1619 default: 1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1620 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)));
1621 decrease_ob (tmp);
1622 return; 1686 break;
1623 } 1687 }
1624} 1688}
1625 1689
1626/** 1690/**
1627 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1647 return; 1711 return;
1648 } 1712 }
1649 return; 1713 return;
1650 } 1714 }
1651 1715
1652 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1653 tmp = spell->clone (); 1718 tmp = spell->clone ();
1654 insert_ob_in_ob (tmp, op); 1719 insert_ob_in_ob (tmp, op);
1655 1720
1656 if (special_prayer) 1721 if (special_prayer)
1657 SET_FLAG (tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1676 { 1741 {
1677 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1678 return; 1743 return;
1679 } 1744 }
1680 1745
1681 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));
1682 player_unready_range_ob (op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1683 esrv_remove_spell (op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1684 spob->destroy (); 1749 spob->destroy ();
1685} 1750}
1686 1751
1694{ 1759{
1695 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1696 1761
1697 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1698 { 1763 {
1699 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1764 op->failmsg ("You are unable to read while blind.");
1700 return; 1765 return;
1701 } 1766 }
1702 1767
1703 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1704 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1705 * legacy spellbooks 1770 * legacy spellbooks
1706 */ 1771 */
1707
1708 if (tmp->slaying != NULL) 1772 if (tmp->slaying)
1709 { 1773 {
1710 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1711 if (!spell) 1776 if (!spell)
1712 { 1777 {
1713 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));
1714 return; 1779 return;
1715 } 1780 }
1716 else 1781 else
1717 insert_ob_in_ob (spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1783
1718 tmp->slaying = NULL; 1784 tmp->slaying = 0;
1719 } 1785 }
1720 1786
1721 skop = find_skill_by_name (op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
1722 1788
1723 /* 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
1724 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
1725 if (!skop) 1791 if (!skop)
1726 { 1792 {
1727 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));
1728 return; 1794 return;
1729 } 1795 }
1730 1796
1731 spell = tmp->inv; 1797 spell = tmp->inv;
1732 1798
1733 if (!spell) 1799 if (!spell)
1734 { 1800 {
1735 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);
1736 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!");
1737 return; 1803 return;
1738 } 1804 }
1739 1805
1740 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1741 { 1808 {
1742 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));
1743 return; 1811 return;
1744 } 1812 }
1745 1813
1746 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));
1747 1815
1748 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1749 {
1750 identify (tmp); 1817 identify (tmp);
1751
1752 if (tmp->env)
1753 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1754 else
1755 op->contr->ns->floorbox_update ();
1756 }
1757 1818
1758 /* 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
1759 * 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
1760 * 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
1761 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1762 */ 1823 */
1763 if (check_spell_known (op, spell->name)) 1824 if (check_spell_known (op, spell->name))
1764 { 1825 {
1765 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");
1766 return; 1827 return;
1767 } 1828 }
1768 1829
1769 if (spell->skill) 1830 if (spell->skill)
1770 { 1831 {
1771 spell_skill = find_skill_by_name (op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1772 1833
1773 if (!spell_skill) 1834 if (!spell_skill)
1774 { 1835 {
1775 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));
1776 return; 1837 return;
1777 } 1838 }
1778 1839
1779 if (spell_skill->level < spell->level) 1840 if (spell_skill->level < spell->level)
1780 { 1841 {
1781 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));
1782 return; 1843 return;
1783 } 1844 }
1784 } 1845 }
1785 1846
1786 /* Logic as follows 1847 /* Logic as follows
1795 * 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
1796 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1797 */ 1858 */
1798 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1799 { 1860 {
1800 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!");
1801 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));
1802 } 1863 }
1803 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1804 (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])
1805 { 1866 {
1806 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1807 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1808 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
1809 1869
1810 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
1811 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1812 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);
1813 } 1873 }
1814 else 1874 else
1815 { 1875 {
1816 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1876 op->contr->play_sound (sound_find ("fumble_spell"));
1817 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");
1818 } 1878 }
1819 decrease_ob (tmp); 1879
1880 tmp->decrease ();
1820} 1881}
1821 1882
1822/** 1883/**
1823 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
1824 */ 1885 */
1827{ 1888{
1828 object *skop; 1889 object *skop;
1829 1890
1830 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1831 { 1892 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1893 op->failmsg ("You are unable to read while blind.");
1833 return; 1894 return;
1834 } 1895 }
1835 1896
1836 if (!tmp->inv || tmp->inv->type != SPELL) 1897 if (!tmp->inv || tmp->inv->type != SPELL)
1837 { 1898 {
1838 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.>");
1839 return; 1900 return;
1840 } 1901 }
1841 1902
1842 if (op->type == PLAYER) 1903 if (op->type == PLAYER)
1843 { 1904 {
1849 */ 1910 */
1850 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1851 1912
1852 if (!skop) 1913 if (!skop)
1853 { 1914 {
1854 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]));
1855 return; 1916 return;
1856 } 1917 }
1857 1918
1858 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1859 change_exp (op, exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
1860 } 1921 }
1861 1922
1862 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1863 identify (tmp); 1924 identify (tmp);
1864 1925
1865 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));
1866
1867 1927
1868 cast_spell (op, tmp, dir, tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1869 decrease_ob (tmp); 1929 tmp->decrease ();
1870} 1930}
1871 1931
1872/** 1932/**
1873 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
1874 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
1875 * chest. 1935 * chest.
1876 */ 1936 */
1877static void 1937static void
1878apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
1879{ 1939{
1880 object *treas;
1881
1882
1883 /* 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
1884 * 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
1885 * 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
1886 * 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
1887 * treasure 1944 * treasure
1888 */ 1945 */
1889
1890 treas = tmp->inv; 1946 object *treas = tmp->inv;
1891 if (treas == NULL) 1947
1948 if (!treas)
1892 { 1949 {
1893 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1950 op->statusmsg ("The chest was empty.");
1894 decrease_ob (tmp); 1951 tmp->decrease ();
1895 return; 1952 return;
1896 } 1953 }
1954
1897 while (tmp->inv) 1955 while (tmp->inv)
1898 { 1956 {
1899 treas = tmp->inv; 1957 treas = tmp->inv;
1900
1901 treas->remove (); 1958 treas->remove ();
1902 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1903 1959
1904 treas->x = op->x; 1960 treas->x = op->x;
1905 treas->y = op->y; 1961 treas->y = op->y;
1906 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);
1907 1963
1908 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))
1909 spring_trap (treas, op); 1965 spring_trap (treas, op);
1910 1966
1911 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
1912 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
1913 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
1914 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
1915 */ 1971 */
1916 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1917 break; 1973 break;
1918 } 1974 }
1919 1975
1920 if (!tmp->destroyed () && tmp->inv == NULL) 1976 if (!tmp->destroyed () && !tmp->inv)
1921 decrease_ob (tmp); 1977 tmp->decrease (true);
1922
1923}
1924
1925/**
1926 * op eats food.
1927 * If player, takes care of messages and dragon special food.
1928 */
1929static void
1930apply_food (object *op, object *tmp)
1931{
1932 int capacity_remaining;
1933
1934 if (op->type != PLAYER)
1935 op->stats.hp = op->stats.maxhp;
1936 else
1937 {
1938 /* check if this is a dragon (player), eating some flesh */
1939 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1940 ;
1941 else
1942 {
1943 /* usual case - no dragon meal: */
1944 if (op->stats.food + tmp->stats.food > 999)
1945 {
1946 if (tmp->type == FOOD || tmp->type == FLESH)
1947 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1948 else
1949 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1950 }
1951
1952 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1953 {
1954 char buf[MAX_BUF];
1955
1956 if (!is_dragon_pl (op))
1957 {
1958 /* eating message for normal players */
1959 if (tmp->type == DRINK)
1960 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1961 else
1962 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1963 }
1964 else
1965 {
1966 /* eating message for dragon players */
1967 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1968 }
1969
1970 new_draw_info (NDI_UNIQUE, 0, op, buf);
1971 capacity_remaining = 999 - op->stats.food;
1972 op->stats.food += tmp->stats.food;
1973 if (capacity_remaining < tmp->stats.food)
1974 op->stats.hp += capacity_remaining / 50;
1975 else
1976 op->stats.hp += tmp->stats.food / 50;
1977 if (op->stats.hp > op->stats.maxhp)
1978 op->stats.hp = op->stats.maxhp;
1979 if (op->stats.food > 999)
1980 op->stats.food = 999;
1981 }
1982
1983 /* special food hack -b.t. */
1984 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1985 eat_special_food (op, tmp);
1986 }
1987 }
1988 handle_apply_yield (tmp);
1989 decrease_ob (tmp);
1990} 1978}
1991 1979
1992/** 1980/**
1993 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
1994 * 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.
1997 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
1998 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
1999 * return: 1987 * return:
2000 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2001 */ 1989 */
2002int 1990static int
2003dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2004{ 1992{
2005 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2006 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2007 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2008 1996
2009 char buf[MAX_BUF]; /* tmp. string buffer */
2010 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2011 double totalchance = 1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2012 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2013 double mbonus = 0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2014 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2015 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2016 int i; /* index */ 2003 int i; /* index */
2017 2004
2018 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2019 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2020 return 0; 2007 return 0;
2021 2008
2022 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2023 from the player's inventory */ 2010 from the player's inventory */
2024 shstr_cmp dragon_ability_force ("dragon_ability_force");
2025 shstr_cmp dragon_skin_force ("dragon_skin_force");
2026
2027 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2028 if (tmp->type == FORCE) 2012 if (tmp->type == FORCE)
2029 if (tmp->arch->name == dragon_skin_force) 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2030 skin = tmp; 2014 skin = tmp;
2031 else if (tmp->arch->name == dragon_ability_force) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2032 abil = tmp; 2016 abil = tmp;
2033 2017
2034 /* 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
2035 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2036 if (skin == NULL || abil == NULL) 2020 if (skin == NULL || abil == NULL)
2039 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2040 if ((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2041 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2042 else 2026 else
2043 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2044 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2045 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2046 2031
2047 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2048 2033
2049 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2050 2035
2051 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2052 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2062 2047
2063 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2064 flesh is too rare */ 2049 flesh is too rare */
2065 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2066 2051
2067 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2068 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2069 2054
2070 if (chance >= 0.) 2055 if (chance >= 0.)
2071 chance += 1.; 2056 chance += 1.;
2072 else 2057 else
2073 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2074 2059
2075 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2076 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2077 2062
2078 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2079 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2080 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2081 2066
2082 /* 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!) */
2083 if (rndm (10000) < (int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2084 { 2069 {
2085 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2086 winners++; 2071 winners++;
2087 } 2072 }
2088 2073
2093 } 2078 }
2094 } 2079 }
2095 2080
2096 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2097 totalchance = 100 - totalchance * 100; 2082 totalchance = 100 - totalchance * 100;
2083
2098 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2099 if (totalchance > 50.) 2086 if (totalchance > 50.)
2100 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2101 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2102 sprintf (buf, "The %s tasted very good.", &meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2103 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2104 sprintf (buf, "The %s tasted good.", &meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2105 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2106 sprintf (buf, "The %s tasted bland.", &meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2107 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2108 sprintf (buf, "The %s had a boring taste.", &meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2109 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))
2110 sprintf (buf, "The %s tasted strange.", &meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2111 else 2098 else
2112 sprintf (buf, "The %s had no taste.", &meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2113 new_draw_info (NDI_UNIQUE, 0, op, buf); 2100
2101 op->statusmsg (buf);
2114 2102
2115 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2116 i = -1; 2104 i = -1;
2117 if (winners > 0) 2105 if (winners > 0)
2118 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2119 2107
2120 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2121 { 2109 {
2122 /* resistance increased! */ 2110 /* resistance increased! */
2123 skin->resist[i]++; 2111 skin->resist[i]++;
2124 op->update_stats (); 2112 op->update_stats ();
2125 2113
2126 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]));
2127 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2128 } 2115 }
2129 2116
2130 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2131 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 */
2132 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)
2133 { 2120 {
2134 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> */
2135 2122
2136 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
2137 { 2129 ));
2138 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2139 new_draw_info (NDI_UNIQUE, 0, op, buf);
2140 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 }
2143 else 2130 else
2144 { 2131 {
2145 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]));
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 abil->last_eat = 0; 2133 abil->last_eat = 0;
2148 } 2134 }
2149 } 2135 }
2136
2150 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 ();
2151} 2214}
2152 2215
2153/** 2216/**
2154 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2155 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2157static void 2220static void
2158apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2159{ 2222{
2160 object *armor; 2223 object *armor;
2161 2224
2162 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))
2163 { 2226 {
2164 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.>");
2165 return; 2228 return;
2166 } 2229 }
2167 2230
2168 armor = find_marked_object (op); 2231 armor = find_marked_object (op);
2169 2232
2170 if (!armor) 2233 if (!armor)
2171 { 2234 {
2172 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.");
2173 return; 2236 return;
2174 } 2237 }
2175 2238
2176 if (armor->type != ARMOUR 2239 if (armor->type != ARMOUR
2177 && armor->type != CLOAK 2240 && armor->type != CLOAK
2178 && 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)
2179 { 2242 {
2180 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2243 op->failmsg ("Your marked item is not armour!\n");
2181 return; 2244 return;
2182 } 2245 }
2183 2246
2184 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2185 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2186} 2249}
2187 2250
2188extern void 2251void
2189apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2190{ 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
2191 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2192 { 2260 {
2193 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2194 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2195 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2196 } 2264 }
2265
2197 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2198 { 2267 {
2199 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);
2200 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2201 } 2270 }
2271
2202 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2203 handle_apply_yield (tmp); 2273 poison->destroy ();
2204 decrease_ob (tmp);
2205} 2274}
2206 2275
2207/** 2276/**
2208 * 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
2209 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2210 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2211 * -You are
2212 * ° the owner of the exit
2213 * ° or in the same party as the owner
2214 * 2280 *
2215 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2216 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2217 * 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
2218 */ 2284 */
2219int 2285static object *
2220is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2221{ 2287{
2222 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2223 return 1; /*This is not a 2 way, so it is legal */
2224
2225#if 0 //TODO
2226 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2227 return 0; /* This is a reset town portal */
2228#endif
2229
2230 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2231
2232 if (exitmap)
2233 { 2289 {
2234 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2235
2236 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2237
2238 if (!tmp)
2239 return 0;
2240
2241 for (; tmp; tmp = tmp->above)
2242 { 2291 {
2243 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2244 continue; /*Not an exit */
2245
2246 if (!EXIT_PATH (tmp))
2247 continue; /*Not a valid exit */
2248
2249 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2250 continue; /*Not in the same place */
2251
2252 if (exit->map->path != EXIT_PATH (tmp))
2253 continue; /*Not in the same map */
2254
2255 /* From here we have found the exit is valid. However we do
2256 * here the check of the exit owner. It is important for the
2257 * town portals to prevent strangers from visiting your appartments
2258 */
2259 if (!exit->race)
2260 return 1; /*No owner, free for all! */
2261
2262 object *exit_owner = 0;
2263
2264 for_all_players (pp)
2265 { 2293 {
2266 if (!pp->ob) 2294 lighter = tmp;
2267 continue;
2268
2269 if (pp->ob->name != exit->race)
2270 continue;
2271
2272 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2273 break; 2295 break;
2274 } 2296 }
2297 }
2275 2298
2276 if (!exit_owner) 2299 if (!lighter)
2277 return 0; /* No more owner */ 2300 {
2278 2301 who->failmsg (format (
2279 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2280 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2281 2304 &op->name));
2282 if (exit_owner && /*There is a owner */
2283 (op->contr) && /*A player tries to pass */
2284 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2285 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2286 return 0; 2305 return 0;
2306 }
2307 }
2287 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));
2288 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2289 } 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
2290 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2291 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)
2292 return 0; 2545 return;
2293}
2294 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}
2295 2622
2296/** 2623/**
2297 * Main apply handler. 2624 * Main apply handler.
2298 * 2625 *
2299 * Checks for unpaid items before applying. 2626 * Checks for unpaid items before applying.
2301 * Return value: 2628 * Return value:
2302 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2303 * 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
2304 * 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
2305 * 2632 *
2306 * 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
2307 * being applied. 2634 * being applied.
2308 * 2635 *
2309 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2310 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2311 */ 2638 */
2312
2313int 2639int
2314manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2315{ 2641{
2316 if (tmp->head) 2642 op = op->head_ ();
2317 tmp = tmp->head;
2318 2643
2319 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2320 { 2645 {
2321 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2322 { 2647 {
2323 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
2324 return 1; 2650 return 1;
2325 } 2651 }
2326 else 2652 else
2327 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2328 } 2654 }
2329 2655
2330 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2331 return RESULT_INT (0); 2657 return RESULT_INT (0);
2332 2658
2333 switch (tmp->type) 2659 switch (op->type)
2334 { 2660 {
2335 case CF_HANDLE: 2661 case T_HANDLE:
2336 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2662 who->play_sound (sound_find ("turn_handle"));
2337 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2663 who->statusmsg ("You turn the handle.");
2338 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2339 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2340 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2341 push_button (tmp); 2667 push_button (op, who);
2342 return 1; 2668 return 1;
2343 2669
2344 case TRIGGER: 2670 case TRIGGER:
2345 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2346 { 2672 {
2347 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2348 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2674 who->play_sound (sound_find ("turn_handle"));
2349 } 2675 }
2350 else 2676 else
2351 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2352 2678
2353 return 1; 2679 return 1;
2354 2680
2355 case EXIT: 2681 case EXIT:
2356 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2357 return 0; 2683 return 0;
2358 2684
2359 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2360 { 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)));
2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2362 }
2363 else 2687 else
2364 { 2688 {
2365 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2366 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2367 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2691 who->statusmsg (op->msg, NDI_NAVY);
2368 2692
2369 op->enter_exit (tmp); 2693 who->enter_exit (op);
2370 } 2694 }
2695
2371 return 1; 2696 return 1;
2372 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
2373 case SIGN: 2703 case SIGN:
2374 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2375 return 1; 2705 return 1;
2376 2706
2377 case BOOK: 2707 case BOOK:
2378 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2379 { 2709 {
2380 apply_book (op, tmp); 2710 apply_book (who, op);
2381 return 1;
2382 }
2383 else
2384 {
2385 return 0;
2386 }
2387
2388 case SKILLSCROLL:
2389 if (op->type == PLAYER)
2390 {
2391 apply_skillscroll (op, tmp);
2392 return 1;
2393 }
2394 return 0;
2395
2396 case SPELLBOOK:
2397 if (op->type == PLAYER)
2398 {
2399 apply_spellbook (op, tmp);
2400 return 1;
2401 }
2402 return 0;
2403
2404 case SCROLL:
2405 apply_scroll (op, tmp, 0);
2406 return 1;
2407
2408 case POTION:
2409 (void) apply_potion (op, tmp);
2410 return 1;
2411
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2414 case CLOSE_CON:
2415 apply_container (op, tmp->env);
2416 return 1;
2417
2418 case CONTAINER:
2419 apply_container (op, tmp);
2420 return 1;
2421
2422 case TREASURE:
2423 if (op->type == PLAYER)
2424 {
2425 apply_treasure (op, tmp);
2426 return 1; 2711 return 1;
2427 } 2712 }
2428 else 2713 else
2429 return 0; 2714 return 0;
2715
2716 case SKILLSCROLL:
2717 if (who->type == PLAYER)
2718 {
2719 apply_skillscroll (who, op);
2720 return 1;
2721 }
2722 else
2723 return 0;
2724
2725 case SPELLBOOK:
2726 if (who->type == PLAYER)
2727 {
2728 apply_spellbook (who, op);
2729 return 1;
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;
2430 2765
2431 case WEAPON: 2766 case WEAPON:
2432 case ARMOUR: 2767 case ARMOUR:
2433 case BOOTS: 2768 case BOOTS:
2434 case GLOVES: 2769 case GLOVES:
2442 case WAND: 2777 case WAND:
2443 case ROD: 2778 case ROD:
2444 case HORN: 2779 case HORN:
2445 case SKILL: 2780 case SKILL:
2446 case BOW: 2781 case BOW:
2447 case LAMP:
2448 case BUILDER: 2782 case BUILDER:
2449 case SKILL_TOOL: 2783 case SKILL_TOOL:
2450 if (tmp->env != op) 2784 if (op->env != who)
2451 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2786
2452 (void) apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2453 return 1; 2788 return 1;
2454 2789
2455 case DRINK: 2790 case DRINK:
2456 case FOOD: 2791 case FOOD:
2457 case FLESH: 2792 case FLESH:
2458 apply_food (op, tmp); 2793 apply_food (who, op);
2459 return 1; 2794 return 1;
2460 2795
2461 case POISON: 2796 case POISON:
2462 apply_poison (op, tmp); 2797 apply_poison (who, op);
2463 return 1; 2798 return 1;
2464 2799
2465 case SAVEBED: 2800 case SAVEBED:
2466 return 1; 2801 return 1;
2467 2802
2468 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2469 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2470 { 2805 {
2471 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2472 return 1; 2807 return 1;
2473 } 2808 }
2474 else 2809 else
2475 return 0; 2810 return 0;
2476 2811
2477 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2478 (void) check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2479 return 1; 2814 return 1;
2480 2815
2481 case CLOCK: 2816 case CLOCK:
2482 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2483 { 2818 {
2484 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2485 timeofday_t tod; 2820 timeofday_t tod;
2486 2821
2487 get_tod (&tod); 2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2488 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2489 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2490 ((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")
2491 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2828 ));
2492 new_draw_info (NDI_UNIQUE, 0, op, buf);
2493 return 1; 2829 return 1;
2494 } 2830 }
2495 else 2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2496 { 2836 {
2497 return 0;
2498 }
2499
2500 case MENU:
2501 if (op->type == PLAYER)
2502 {
2503 shop_listing (op); 2837 shop_listing (op, who);
2504 return 1; 2838 return 1;
2505 } 2839 }
2506 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)
2507 { 2849 {
2508 return 0;
2509 }
2510
2511 case POWER_CRYSTAL:
2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2513 return 1;
2514
2515 case LIGHTER: /* for lighting torches/lanterns/etc */
2516 if (op->type == PLAYER)
2517 {
2518 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2519 return 1; 2851 return 1;
2520 } 2852 }
2521 else 2853 else
2522 {
2523 return 0; 2854 return 0;
2524 }
2525 2855
2526 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2527 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2528 return 1; 2858 return 1;
2529 2859
2530 default: 2860 default:
2531 return 0; 2861 return 0;
2532 } 2862 }
2533} 2863}
2534
2535 2864
2536/* 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"
2537 * 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
2538 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2539 * 2868 *
2540 * Same return value as apply() function. 2869 * Same return value as apply() function.
2541 */ 2870 */
2542int 2871int
2543player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2544{ 2873{
2545 int tmp;
2546
2547 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2548 { 2875 {
2549 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2550 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2551 { 2878 {
2552 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.>");
2553 return 0; 2882 return 0;
2554 } 2883 }
2555 } 2884 }
2556 2885
2557 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2558 * applied.
2559 */
2560 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2561 {
2562 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2563 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2564 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2565 op->destroy ();
2566 return 1;
2567 }
2568
2569 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2570 2887
2571 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2572 if (!quiet) 2890 if (!quiet)
2573 { 2891 {
2574 if (tmp == 0) 2892 if (tmp == 0)
2575 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)));
2576 else if (tmp == 2) 2894 else if (tmp == 2)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2895 pl->failmsg ("You must get it first!\n");
2578 } 2896 }
2897
2579 return tmp; 2898 return tmp;
2580} 2899}
2581 2900
2582/** 2901/**
2583 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2584 * 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
2585 * we use the ground. 2904 * we use the ground.
2586 */ 2905 */
2587
2588void 2906void
2589player_apply_below (object *pl) 2907player_apply_below (object *pl)
2590{ 2908{
2591 int floors = 0; 2909 int floors = 0;
2592 2910
2596 * 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
2597 * 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
2598 * 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
2599 * not return a proper value. 2917 * not return a proper value.
2600 */ 2918 */
2601 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2602 { 2920 {
2603 next = tmp->below; 2921 next = tmp->below;
2604 2922
2605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2606 floors++; 2924 floors++;
2611 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2612 * 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
2613 * the item needs. 2931 * the item needs.
2614 */ 2932 */
2615 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2616 {
2617 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2618 return; 2935 return;
2619 } 2936
2620 if (floors >= 2) 2937 if (floors >= 2)
2621 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2622 } 2939 }
2623} 2940}
2624 2941
2629 * 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.
2630 */ 2947 */
2631static int 2948static int
2632unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2633{ 2950{
2634 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)))
2635 return RESULT_INT (0); 2953 return RESULT_INT (0);
2636 2954
2637 object *tmp2;
2638
2639 CLEAR_FLAG (op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2956
2640 switch (op->type) 2957 switch (op->type)
2641 { 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
2642 case WEAPON: 2973 case WEAPON:
2643 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 }
2644 2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2645 (void) change_abil (who, op); 2983 change_abil (who, op);
2646 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2647 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2648 clear_skill (who);
2649 break; 2985 break;
2650 2986
2651 case SKILL: /* allows objects to impart skills */
2652 case SKILL_TOOL: 2987 case SKILL:
2653 if (op != who->chosen_skill) 2988 if (who->contr)
2654 { 2989 {
2655 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)));
2656 } 2999 }
2657 if (who->type == PLAYER) 3000
2658 {
2659 if (who->contr->shoottype == range_skill)
2660 who->contr->shoottype = range_none;
2661 if (!op->invisible)
2662 {
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2664 }
2665 else
2666 {
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2668 }
2669 }
2670 (void) change_abil (who, op); 3001 change_abil (who, op);
2671 who->chosen_skill = NULL;
2672 CLEAR_FLAG (who, FLAG_READY_SKILL); 3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
2673 break; 3003 break;
2674 3004
2675 case ARMOUR: 3005 case ARMOUR:
2676 case HELMET: 3006 case HELMET:
2680 case GLOVES: 3010 case GLOVES:
2681 case AMULET: 3011 case AMULET:
2682 case GIRDLE: 3012 case GIRDLE:
2683 case BRACERS: 3013 case BRACERS:
2684 case CLOAK: 3014 case CLOAK:
2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2686 (void) change_abil (who, op); 3016 change_abil (who, op);
2687 break; 3017 break;
2688 case LAMP:
2689 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2690 tmp2 = arch_to_object (op->other_arch);
2691 tmp2->x = op->x;
2692 tmp2->y = op->y;
2693 tmp2->map = op->map;
2694 tmp2->below = op->below;
2695 tmp2->above = op->above;
2696 tmp2->stats.food = op->stats.food;
2697 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2698 3018
2699 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2700 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2701
2702 if (who->type == PLAYER)
2703 esrv_del_item (who->contr, op->count);
2704
2705 op->destroy ();
2706 insert_ob_in_ob (tmp2, who);
2707 who->update_stats ();
2708 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2709 {
2710 if (who->type == PLAYER)
2711 {
2712 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2713 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2714 }
2715 }
2716 if (who->type == PLAYER)
2717 esrv_send_item (who, tmp2);
2718 return 1; /* otherwise, an attempt to drop causes problems */
2719 break;
2720 case BOW: 3019 case BOW:
2721 case WAND: 3020 case WAND:
2722 case ROD: 3021 case ROD:
2723 case HORN: 3022 case HORN:
2724 clear_skill (who); 3023 if (player *pl = who->contr)
2725 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2726 if (who->type == PLAYER)
2727 { 3024 {
2728 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)));
2729 } 3032 }
2730 else 3033 else
2731 { 3034 {
3035 who->change_skill (0);
3036
2732 if (op->type == BOW) 3037 if (op->type == BOW)
2733 CLEAR_FLAG (who, FLAG_READY_BOW); 3038 CLEAR_FLAG (who, FLAG_READY_BOW);
2734 else 3039 else
2735 CLEAR_FLAG (who, FLAG_READY_RANGE); 3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
2736 } 3041 }
3042
2737 break; 3043 break;
2738 3044
2739 case BUILDER: 3045 case BUILDER:
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3046 if (who->contr)
2741 who->contr->shoottype = range_none; 3047 who->statusmsg (format ("You unready %s.", query_name (op)));
2742 who->contr->ranges[range_builder] = NULL;
2743 break; 3048 break;
2744 3049
2745 default: 3050 default:
2746 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
2747 break; 3052 break;
2748 } 3053 }
2749 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
2750 who->update_stats (); 3059 who->update_stats ();
2751 3060
2752 if (!(aflags & AP_NO_MERGE))
2753 {
2754 object *tmp;
2755
2756 tmp = merge_ob (op, NULL);
2757 if (who->type == PLAYER)
2758 {
2759 if (tmp)
2760 { /* it was merged */
2761 esrv_del_item (who->contr, op->count);
2762 op = tmp;
2763 }
2764
2765 esrv_send_item (who, op);
2766 }
2767 }
2768 return 0; 3061 return 0;
2769} 3062}
2770 3063
2771/** 3064/**
2772 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
2773 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
2774 * 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
2775 * something like: 3068 * something like:
2776 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
2777 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2778 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
2779 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
2780 * 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.
2781 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
2782 * invisible other objects that use 3075 * invisible other objects that use
2783 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
2784 */ 3077 */
2785object * 3078static object *
2786get_item_from_body_location (object *start, int loc) 3079get_next_item_from_body_location (int loc, object *start)
2787{ 3080{
2788 object *tmp;
2789
2790 if (!start)
2791 return NULL;
2792
2793 for (tmp = start; tmp; tmp = tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
2794 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))
2795 return tmp; 3085 return tmp;
2796 3086
2797 return NULL; 3087 return 0;
2798} 3088}
2799
2800
2801 3089
2802/** 3090/**
2803 * '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.
2804 * This should only be called when it is known 3092 * This should only be called when it is known
2805 * that there are objects to unapply. This makes pretty heavy 3093 * that there are objects to unapply. This makes pretty heavy
2808 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
2809 * 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
2810 * 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
2811 * another function that does just that. 3099 * another function that does just that.
2812 */ 3100 */
2813int 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
2814unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2815{ 3109{
2816 int i; 3110 if (op->is_range ())
2817 object *tmp = NULL, *last;
2818
2819 /* If we are applying a shield or weapon, unapply any equipped shield
2820 * or weapons first - only allowed to use one weapon/shield at a time.
2821 */
2822 if (op->type == WEAPON || op->type == SHIELD)
2823 {
2824 for (tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2825 {
2826 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2827 {
2828 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)))
2829 { 3114 {
2830 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3116 who->failmsg (query_name (tmp));
2832 else 3117 else
2833 unapply_special (who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
2834 } 3119 }
2835 else 3120 else
2836 { 3121 {
2837 /* 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.
2838 * 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
2839 * at least generate the message. 3124 * at least generate the message.
2840 */ 3125 */
2841 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)));
2842 return 1; 3127 return 1;
2843 }
2844
2845 } 3128 }
2846 }
2847 }
2848 3129
2849 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2850 { 3131 {
2851 /* this used up a slot that we need to free */ 3132 /* this used up a slot that we need to free */
2852 if (op->body_info[i]) 3133 if (op->slot[i].info)
2853 { 3134 {
2854 last = who->inv; 3135 object *last = who->inv;
2855 3136
2856 /* 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
2857 * to free up enough slots. 3138 * to free up enough slots.
2858 */ 3139 */
2859 while ((who->body_used[i] + op->body_info[i]) < 0) 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
2860 { 3141 {
2861 tmp = get_item_from_body_location (last, i); 3142 object *tmp = get_next_item_from_body_location (i, last);
3143
2862 if (!tmp) 3144 if (!tmp)
2863 { 3145 {
2864#if 0 3146#if 0
2865 /* 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
2866 * equipped. 3148 * equipped.
2867 */ 3149 */
2868 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);
2869#endif 3151#endif
2870 return 1; 3152 return 1;
2871 } 3153 }
3154
2872 /* 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 */
2873 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))))
2874 { 3157 {
2875 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3159 who->failmsg (query_name (tmp));
2877 else 3160 else
2878 unapply_special (who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
2879 } 3162 }
2880 else 3163 else
2881 { 3164 {
2882 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
2883 * 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,
2884 * 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
2885 * one cursed ring.) 3168 * one cursed ring.)
2886 */ 3169 */
2887 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)));
2888 } 3171 }
3172
2889 last = tmp->below; 3173 last = tmp->below;
2890 } 3174 }
2891 /* 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
2892 * return in the !tmp would have kicked in. 3176 * return in the !tmp would have kicked in.
2893 */ 3177 */
2894 } /* if op is using this body location */ 3178 } /* if op is using this body location */
2895 } /* for body lcoations */ 3179 } /* for body lcoations */
3180
2896 return 0; 3181 return 0;
2897} 3182}
2898 3183
2899/** 3184/**
2900 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
2901 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
2902 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
2903 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
2904 * 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
2905 * 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?)
2906 * 3191 *
2907 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
2908 * these return values. 3193 * these return values.
2909 */ 3194 */
2910int 3195int
2911can_apply_object (object *who, object *op) 3196can_apply_object (object *who, object *op)
2912{ 3197{
2913 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)))
2914 return RESULT_INT (0); 3199 return RESULT_INT (0);
2915 3200
2916 int i, retval = 0; 3201 int retval = 0;
2917 object *tmp = NULL, *ws = NULL; 3202 object *tmp = 0, *ws = 0;
2918 3203
2919 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2920 * 2 weapons, but we don't want to let them do that. So if they are
2921 * trying to equip a weapon or shield, see if they already have one
2922 * in place and store that way.
2923 */
2924 if (op->type == WEAPON || op->type == SHIELD)
2925 { 3205 {
2926 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3206 if (op->slot[i].info)
2927 { 3207 {
2928 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)
2929 { 3210 {
2930 retval = CAN_APPLY_UNAPPLY;
2931 ws = tmp;
2932 }
2933 }
2934 }
2935
2936
2937 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2938 {
2939 if (op->body_info[i])
2940 {
2941 /* Item uses more slots than we have */
2942 if (FABS (op->body_info[i]) > who->body_info[i])
2943 {
2944 /* Could return now for efficiently - rest of info below isn' 3211 /* Could return now for efficiency - rest of info below isn't
2945 * really needed. 3212 * really needed.
2946 */ 3213 */
2947 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
2948 } 3215 }
2949 else if ((who->body_used[i] + op->body_info[i]) < 0) 3216 else if (who->slot[i].used + op->slot[i].info < 0)
2950 { 3217 {
2951 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
2952 * we have. 3219 * we have.
2953 */ 3220 */
2954 object *tmp1;
2955
2956 3221
2957 /* 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
2958 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
2959 * 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
2960 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
2961 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
2962 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
2963 * may be two handed for example. 3228 * may be two handed for example.
2964 */ 3229 */
2965 if (ws) 3230 if (ws)
2966 { 3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2967 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2968 { 3232 {
2969 retval |= CAN_APPLY_UNAPPLY; 3233 retval |= CAN_APPLY_UNAPPLY;
2970 continue; 3234 continue;
2971 } 3235 }
2972 }
2973 3236
2974 tmp1 = get_item_from_body_location (who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2975 if (!tmp1) 3238 if (!tmp1)
2976 { 3239 {
2977#if 0 3240#if 0
2978 /* 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
2979 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
2987 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
2988 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
2989 * to apply multiple objects 3252 * to apply multiple objects
2990 */ 3253 */
2991 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3255
2992 if (!tmp) 3256 if (!tmp)
2993 tmp = tmp1; 3257 tmp = tmp1;
2994 else if (tmp != tmp1) 3258 else if (tmp != tmp1)
2995 {
2996 retval |= CAN_APPLY_UNAPPLY_MULT; 3259 retval |= CAN_APPLY_UNAPPLY_MULT;
2997 } 3260
2998 /* 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
2999 * 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
3000 * the slots, the player then has a choice. 3263 * the slots, the player then has a choice.
3001 */ 3264 */
3002 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)
3003 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3267 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3004 3268
3005 /* Does unequippint 'tmp1' free up enough slots for this to be 3269 /* Does unequippint 'tmp1' free up enough slots for this to be
3006 * equipped? If not, there must be something else to unapply. 3270 * equipped? If not, there must be something else to unapply.
3007 */ 3271 */
3008 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)
3009 retval |= CAN_APPLY_UNAPPLY_MULT; 3273 retval |= CAN_APPLY_UNAPPLY_MULT;
3010
3011 } 3274 }
3012 } /* if not enough free slots */ 3275 } /* if not enough free slots */
3013 } /* if this object uses location i */ 3276 } /* if this object uses location i */
3014 } /* for i -> num_body_locations loop */ 3277 } /* for i -> num_body_locations loop */
3015 3278
3020 * 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
3021 * all use the same location. 3284 * all use the same location.
3022 */ 3285 */
3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3024 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3288
3025 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3026 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3027 3291
3028
3029 if (who->type != PLAYER) 3292 if (who->type != PLAYER)
3030 { 3293 {
3031 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))
3032 retval |= CAN_APPLY_RESTRICTION; 3295 retval |= CAN_APPLY_RESTRICTION;
3296
3033 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3034 retval |= CAN_APPLY_RESTRICTION; 3298 retval |= CAN_APPLY_RESTRICTION;
3299
3035 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3036 retval |= CAN_APPLY_RESTRICTION; 3301 retval |= CAN_APPLY_RESTRICTION;
3302
3037 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3038 retval |= CAN_APPLY_RESTRICTION; 3304 retval |= CAN_APPLY_RESTRICTION;
3039 } 3305 }
3306
3040 return retval; 3307 return retval;
3041} 3308}
3042
3043
3044 3309
3045/** 3310/**
3046 * 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.
3047 * 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,
3048 * 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
3057 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3058 * 3323 *
3059 * Optional flags: 3324 * Optional flags:
3060 * 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
3061 * 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
3062 * 3328 *
3063 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3064 * 3330 *
3065 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3066 */ 3332 */
3333
3334#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336
3067int 3337int
3068apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3069{ 3339{
3070 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3071 object *tmp, *tmp2, *skop = NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3072 int i;
3073 3342
3074 if (who == NULL) 3343 if (who == NULL)
3075 { 3344 {
3076 LOG (llevError, "apply_special() from object without environment.\n"); 3345 LOG (llevError, "apply_special() from object without environment.\n");
3077 return 1; 3346 return 1;
3087 if (basic_flag == AP_APPLY) 3356 if (basic_flag == AP_APPLY)
3088 return 0; 3357 return 0;
3089 3358
3090 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)))
3091 { 3360 {
3092 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)));
3093 return 1; 3362 return 1;
3094 } 3363 }
3364
3095 return unapply_special (who, op, aflags); 3365 return unapply_special (who, op, aflags);
3096 } 3366 }
3097
3098 if (basic_flag == AP_UNAPPLY) 3367 else if (basic_flag == AP_UNAPPLY)
3099 return 0; 3368 return 0;
3100 3369
3101 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);
3102 3380
3103 /* 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 */
3104 if (i) 3382 if (int i = can_apply_object (who, op))
3105 { 3383 {
3106 if (i & CAN_APPLY_NEVER) 3384 if (i & CAN_APPLY_NEVER)
3107 { 3385 {
3108 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)));
3109 return 1; 3387 return 1;
3110 } 3388 }
3111 else if (i & CAN_APPLY_RESTRICTION) 3389 else if (i & CAN_APPLY_RESTRICTION)
3112 { 3390 {
3113 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 ));
3114 return 1; 3396 return 1;
3115 } 3397 }
3398
3116 if (who->type != PLAYER) 3399 if (who->type != PLAYER)
3117 { 3400 {
3118 /* Some error, so don't try to equip something more */ 3401 /* Some error, so don't try to equip something more */
3119 if (unapply_for_ob (who, op, aflags)) 3402 if (unapply_for_ob (who, op, aflags))
3120 return 1; 3403 return 1;
3121 } 3404 }
3122 else 3405 else
3123 { 3406 {
3124 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))
3125 { 3408 {
3126 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:");
3127 unapply_for_ob (who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3128 return 1; 3411 return 1;
3129 } 3412 }
3130 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))
3131 {
3132 i = unapply_for_ob (who, op, aflags); 3414 if (unapply_for_ob (who, op, aflags))
3133 if (i)
3134 return 1; 3415 return 1;
3135 }
3136 } 3416 }
3137 } 3417 }
3138 3418
3139 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3140 { 3420 {
3141 skop = find_skill_by_name (who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3422
3142 if (!skop) 3423 if (!skop)
3143 { 3424 {
3144 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));
3145 return 1; 3426 return 1;
3146 } 3427 }
3147 else 3428 else
3148 {
3149 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3150 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3151 */ 3431 */
3152 change_skill (who, skop, 0); 3432 who->change_skill (skop);
3153 }
3154 }
3155
3156 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3157 { 3433 }
3158 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);
3159 return 1; 3438 return 1;
3160 } 3439 }
3161
3162 3440
3163 /* 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.
3164 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3165 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3166 */ 3444 */
3167 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3168
3169 if (op->nrof > 1)
3170 tmp = get_split_ob (op, op->nrof - 1);
3171 else
3172 tmp = NULL;
3173 3446
3174 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)))
3175 return RESULT_INT (0); 3448 return RESULT_INT (0);
3176 3449
3177 switch (op->type) 3450 switch (op->type)
3178 { 3451 {
3179 case WEAPON: 3452 case WEAPON:
3180 if (!check_weapon_power (who, op->last_eat))
3181 {
3182 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3183 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3184 if (tmp != NULL)
3185 (void) insert_ob_in_ob (tmp, who);
3186 return 1;
3187 }
3188
3189 //TODO: this obviously fails for players using a shiorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3190 // i.e. "R" can use Ragnarok's swors. 3454 // i.e. "R" can use Ragnarok's sword.
3191 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3192 { 3456 {
3193 /* 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. */
3194 /* (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) */
3195 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.>");
3196 3460
3197 if (tmp) 3461 if (tmp)
3198 insert_ob_in_ob (tmp, who); 3462 insert_ob_in_ob (tmp, who);
3199 3463
3200 return 1; 3464 return 1;
3201 } 3465 }
3202 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
3203 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3204
3205 if (skop)
3206 change_skill (who, skop, 1); 3474 who->change_skill (skop);
3207 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
3208 SET_FLAG (who, FLAG_READY_WEAPON); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3209
3210 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3211
3212 (void) change_abil (who, op); 3482 change_abil (who, op);
3213 break; 3483 break;
3214 3484
3215 case ARMOUR: 3485 case ARMOUR:
3216 case HELMET: 3486 case HELMET:
3217 case SHIELD: 3487 case SHIELD:
3221 case BRACERS: 3491 case BRACERS:
3222 case CLOAK: 3492 case CLOAK:
3223 case RING: 3493 case RING:
3224 case AMULET: 3494 case AMULET:
3225 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3226 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3227 (void) change_abil (who, op); 3497 change_abil (who, op);
3228 break; 3498 break;
3229 case LAMP: 3499
3230 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))
3231 { 3505 {
3232 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
3233 return 1; 3595 return 1;
3234 } 3596 }
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3236 tmp2 = arch_to_object (op->other_arch);
3237 tmp2->stats.food = op->stats.food;
3238 SET_FLAG (tmp2, FLAG_APPLIED);
3239 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3240 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3241 insert_ob_in_ob (tmp2, who);
3242 3597
3243 /* Remove the old lantern */ 3598 /*FALLTHROUGH*/
3244 if (who->type == PLAYER)
3245 esrv_del_item (who->contr, op->count);
3246
3247 op->destroy ();
3248
3249 /* insert the portion that was split off */
3250 if (tmp != NULL)
3251 {
3252 (void) insert_ob_in_ob (tmp, who);
3253 if (who->type == PLAYER)
3254 esrv_send_item (who, tmp);
3255 }
3256 who->update_stats ();
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258 {
3259 if (who->type == PLAYER)
3260 {
3261 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3262 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3263 }
3264 }
3265 if (who->type == PLAYER)
3266 esrv_send_item (who, tmp2);
3267 return 0;
3268 break;
3269
3270 /* this part is needed for skill-tools */
3271 case SKILL:
3272 case SKILL_TOOL:
3273 if (who->chosen_skill)
3274 {
3275 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3276 return 1;
3277 }
3278 if (who->type == PLAYER)
3279 {
3280 who->contr->shoottype = range_skill;
3281 who->contr->ranges[range_skill] = op;
3282 if (!op->invisible)
3283 {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3286 }
3287 else
3288 {
3289 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3290 }
3291 }
3292 SET_FLAG (op, FLAG_APPLIED);
3293 (void) change_abil (who, op);
3294 who->chosen_skill = op;
3295 SET_FLAG (who, FLAG_READY_SKILL);
3296 break;
3297
3298 case BOW: 3599 case WAND:
3299 if (!check_weapon_power (who, op->last_eat))
3300 {
3301 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3302 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3303 if (tmp != NULL)
3304 (void) insert_ob_in_ob (tmp, who);
3305 return 1;
3306 }
3307 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3308 {
3309 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3310 if (tmp != NULL)
3311 (void) insert_ob_in_ob (tmp, who);
3312 return 1;
3313 }
3314 /*FALLTHROUGH*/ case WAND:
3315 case ROD: 3600 case ROD:
3316 case HORN: 3601 case HORN:
3317 /* 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
3318 SET_FLAG (op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3319 if (skop)
3320 change_skill (who, skop, 0); 3611 who->change_skill (skop);
3321 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3322 3612
3323 if (who->type == PLAYER) 3613 if (who->contr)
3324 { 3614 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op)));
3618
3325 if (op->type == BOW) 3619 if (op->type == BOW)
3326 { 3620 {
3621 who->current_weapon = op;
3327 (void) change_abil (who, op); 3622 change_abil (who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "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)));
3330 who->contr->shoottype = range_bow;
3331 }
3332 else
3333 {
3334 who->contr->shoottype = range_misc;
3335 } 3624 }
3336 } 3625 }
3337 else 3626 else
3338 { 3627 {
3339 if (op->type == BOW) 3628 if (op->type == BOW)
3340 SET_FLAG (who, FLAG_READY_BOW); 3629 SET_FLAG (who, FLAG_READY_BOW);
3341 else 3630 else
3342 SET_FLAG (who, FLAG_READY_RANGE); 3631 SET_FLAG (who, FLAG_READY_RANGE);
3343 } 3632 }
3633
3344 break; 3634 break;
3345 3635
3346 case BUILDER: 3636 case BUILDER:
3347 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)
3348 unapply_special (who, who->contr->ranges[range_builder], 0); 3641 unapply_special (who, who->contr->ranged_ob, 0);
3349 who->contr->shoottype = range_builder; 3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644
3350 who->contr->ranges[range_builder] = op; 3645 who->contr->ranged_ob = op;
3351 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3646 }
3352 break; 3647 break;
3353 3648
3354 default: 3649 default:
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3650 who->statusmsg (format ("You apply %s.", query_name (op)));
3356 } /* end of switch op->type */ 3651 }
3357 3652
3358 SET_FLAG (op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3359 3654
3360 if (tmp != NULL) 3655 if (tmp)
3361 tmp = insert_ob_in_ob (tmp, who); 3656 who->insert (tmp);
3362 3657
3363 who->update_stats (); 3658 who->update_stats ();
3364 3659
3365 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3366 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3368 */ 3663 */
3369 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)
3370 SET_FLAG (op, FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3371 3666
3372 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3373 {
3374 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3375 { 3669 {
3376 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 );
3377 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3378 } 3675 }
3379 } 3676
3380 if (who->type == PLAYER) 3677 if (object *pl = op->visible_to ())
3381 {
3382 /* if multiple objects were applied, update both slots */
3383 if (tmp)
3384 esrv_send_item (who, tmp);
3385 esrv_send_item (who, op); 3678 esrv_send_item (pl, op);
3386 } 3679
3387 return 0; 3680 return 0;
3388}
3389
3390
3391int
3392monster_apply_special (object *who, object *op, int aflags)
3393{
3394 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3395 return 1;
3396 return apply_special (who, op, aflags);
3397} 3681}
3398 3682
3399/** 3683/**
3400 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3401 * 3685 *
3404int 3688int
3405auto_apply (object *op) 3689auto_apply (object *op)
3406{ 3690{
3407 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3408 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3409 3695
3410 switch (op->type) 3696 switch (op->type)
3411 { 3697 {
3412 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3413 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3415 3701
3416 do 3702 do
3417 { 3703 {
3418 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3419 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3420 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
3421 if (tmp == NULL) 3711 if (tmp == NULL)
3422 return 0; 3712 return 0;
3713
3423 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3424 { 3715 {
3425 tmp->destroy (); 3716 tmp->destroy ();
3426 tmp = NULL; 3717 tmp = NULL;
3427 } 3718 }
3430 3721
3431 tmp->x = op->x; 3722 tmp->x = op->x;
3432 tmp->y = op->y; 3723 tmp->y = op->y;
3433 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3434 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3435 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3436 identify (tmp); 3726 identify (tmp);
3437 break; 3727 break;
3438 3728
3439 case TREASURE: 3729 case TREASURE:
3440 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3447 /* 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,
3448 * 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
3449 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3450 * that is put inside other objects. 3740 * that is put inside other objects.
3451 */ 3741 */
3452 for (tmp = op->inv; tmp; tmp = tmp2)
3453 {
3454 tmp2 = tmp->below;
3455 tmp->remove ();
3456
3457 if (op->env) 3742 if (op->env)
3458 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3459 else 3744 op->env->insert (op->inv);
3460 tmp->destroy ();
3461 }
3462 3745
3463 op->destroy (); 3746 op->destroy ();
3464 break; 3747 break;
3465 } 3748 }
3466 return tmp ? 1 : 0; 3749
3750 return !!tmp;
3467} 3751}
3468 3752
3469/** 3753/**
3470 * fix_auto_apply goes through the entire map every time a map 3754 * fix_auto_apply goes through the entire map every time a map
3471 * is loaded or swapped in and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3485 3769
3486 if (tmp->inv) 3770 if (tmp->inv)
3487 { 3771 {
3488 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3489 3773
3490 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3491 { 3775 {
3492 invnext = invtmp->below; 3776 invnext = invtmp->below;
3493 3777
3494 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3495 auto_apply (invtmp); 3779 auto_apply (invtmp);
3496 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3497 { 3781 {
3498 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3499 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3500 3784
3501 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3502 } 3786 }
3503 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3508 * treasure again for this object 3792 * treasure again for this object
3509 */ 3793 */
3510 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3511 } 3795 }
3512 } 3796 }
3797
3513 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3514 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3515 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3516 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3517 * MSW 2004-05-13 3802 * MSW 2004-05-13
3521 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3522 */ 3807 */
3523 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3524 || 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)
3525 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3526
3527 } 3811 }
3528 3812
3529 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3530 auto_apply (tmp); 3814 auto_apply (tmp);
3531 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 ())
3553 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3837 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3554 { 3838 {
3555 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3839 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3556 tmp->randomitems = NULL; 3840 tmp->randomitems = NULL;
3557 } 3841 }
3842
3558 // close all containers 3843 // close all containers
3559 else if (tmp->type == CONTAINER) 3844 else if (tmp->type == CONTAINER)
3560 tmp->flag [FLAG_APPLIED] = 0; 3845 tmp->flag [FLAG_APPLIED] = 0;
3561 3846
3562 tmp = above; 3847 tmp = above;
3563 } 3848 }
3564 3849
3565 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3566 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3567 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3568 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3569} 3854}
3570 3855
3571/** 3856/**
3572 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3573 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3574 * 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
3575 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3576 */ 3861 */
3577
3578void 3862void
3579eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3580{ 3864{
3581 object *force; 3865 object *force;
3582 int i, did_one = 0; 3866 int i, did_one = 0;
3583 sint8 k;
3584 3867
3585 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3586 3871
3587 for (i = 0; i < NUM_STATS; i++)
3588 {
3589 k = get_attr_value (&food->stats, i);
3590 if (k)
3591 {
3592 set_attr_value (&force->stats, i, k);
3593 did_one = 1;
3594 }
3595 }
3596
3597 /* check if we can protect the eater */
3598 for (i = 0; i < NROFATTACKS; i++)
3599 {
3600 if (food->resist[i] > 0)
3601 {
3602 force->resist[i] = food->resist[i] / 2;
3603 did_one = 1;
3604 }
3605 }
3606
3607 if (did_one)
3608 {
3609 force->set_speed (0.1);
3610 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3611 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3612 SET_FLAG (force, FLAG_APPLIED); 3874
3613 change_abil (who, force); 3875 if (force = who->force_find (key))
3614 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;
3615 } 3886 }
3616 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
3617 force->destroy (); 3918 force->destroy ();
3919 }
3618 3920
3619 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3620 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3621 { 3923 {
3622 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3623 { 3925 {
3624 assign (who->contr->killer, food->name); 3926 who->contr->killer = food;
3625 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3626 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3928 who->failmsg ("Eck!...that was poisonous!");
3627 } 3929 }
3628 else 3930 else
3629 { 3931 {
3630 if (food->stats.hp > 0) 3932 if (food->stats.hp > 0)
3631 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3933 who->statusmsg ("You begin to feel better.");
3632 else 3934 else
3633 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3936
3634 who->stats.hp += food->stats.hp; 3937 who->stats.hp += food->stats.hp;
3635 } 3938 }
3636 } 3939 }
3940
3637 if (food->stats.sp != 0) 3941 if (food->stats.sp != 0)
3638 { 3942 {
3639 if (QUERY_FLAG (food, FLAG_CURSED)) 3943 if (QUERY_FLAG (food, FLAG_CURSED))
3640 { 3944 {
3641 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3945 who->failmsg ("You are drained of mana!");
3642 who->stats.sp -= food->stats.sp; 3946 who->stats.sp -= food->stats.sp;
3643 if (who->stats.sp < 0) 3947 if (who->stats.sp < 0)
3644 who->stats.sp = 0; 3948 who->stats.sp = 0;
3645 } 3949 }
3646 else 3950 else
3647 { 3951 {
3648 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3952 who->statusmsg ("You feel a rush of magical energy!");
3649 who->stats.sp += food->stats.sp; 3953 who->stats.sp += food->stats.sp;
3650 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3651 } 3955 }
3652 } 3956 }
3957
3653 who->update_stats (); 3958 who->update_stats ();
3654}
3655
3656/**
3657 * Designed primarily to light torches/lanterns/etc.
3658 * Also burns up burnable material too. First object in the inventory is
3659 * the selected object to "burn". -b.t.
3660 */
3661void
3662apply_lighter (object *who, object *lighter)
3663{
3664 object *item;
3665 int is_player_env = 0;
3666
3667 item = find_marked_object (who);
3668 if (item)
3669 {
3670 if (lighter->last_eat && lighter->stats.food)
3671 { /* lighter gets used up */
3672 /* Split multiple lighters if they're being used up. Otherwise *
3673 * one charge from each would be used up. --DAMN */
3674 if (lighter->nrof > 1)
3675 {
3676 object *oneLighter = lighter->clone ();
3677
3678 lighter->nrof -= 1;
3679 oneLighter->nrof = 1;
3680 oneLighter->stats.food--;
3681 esrv_send_item (who, lighter);
3682 oneLighter = insert_ob_in_ob (oneLighter, who);
3683 esrv_send_item (who, oneLighter);
3684 }
3685 else
3686 lighter->stats.food--;
3687 }
3688 else if (lighter->last_eat)
3689 { /* no charges left in lighter */
3690 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3691 return;
3692 }
3693
3694 /* Perhaps we should split what we are trying to light on fire?
3695 * I can't see many times when you would want to light multiple
3696 * objects at once.
3697 */
3698
3699 if (who == item->in_player ())
3700 is_player_env = 1;
3701
3702 save_throw_object (item, AT_FIRE, who);
3703
3704 if (item->destroyed ())
3705 {
3706 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3707 /* Need to update the player so that the players glow radius
3708 * gets changed.
3709 */
3710 if (is_player_env)
3711 who->update_stats ();
3712 }
3713 else
3714 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3715 }
3716 else /* nothing to light */
3717 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3718
3719}
3720
3721/**
3722 * op made some mistake with a scroll, this takes care of punishment.
3723 * scroll_failure()- hacked directly from spell_failure
3724 */
3725void
3726scroll_failure (object *op, int failure, int power)
3727{
3728 if (abs (failure / 4) > power)
3729 power = abs (failure / 4); /* set minimum effect */
3730
3731 if (failure <= -1 && failure > -15)
3732 { /* wonder */
3733 object *tmp;
3734
3735 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3736 tmp = get_archetype (SPELL_WONDER);
3737 cast_wonder (op, op, 0, tmp);
3738 tmp->destroy ();
3739 }
3740 else if (failure <= -15 && failure > -35)
3741 { /* drain mana */
3742 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3743 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3744 if (op->stats.sp < 0)
3745 op->stats.sp = 0;
3746 }
3747 else if (settings.spell_failure_effects == TRUE)
3748 {
3749 if (failure <= -35 && failure > -60)
3750 { /* confusion */
3751 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3752 confuse_player (op, op, power);
3753 }
3754 else if (failure <= -60 && failure > -70)
3755 { /* paralysis */
3756 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3757 paralyze_player (op, op, power);
3758 }
3759 else if (failure <= -70 && failure > -80)
3760 { /* blind */
3761 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3762 blind_player (op, op, power);
3763 }
3764 else if (failure <= -80)
3765 { /* blast the immediate area */
3766 object *tmp;
3767
3768 tmp = get_archetype (LOOSE_MANA);
3769 cast_magic_storm (op, tmp, power);
3770 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3771 tmp->destroy ();
3772 }
3773 }
3774} 3959}
3775 3960
3776void 3961void
3777apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3778{ 3963{
3795 */ 3980 */
3796 int i, j; 3981 int i, j;
3797 3982
3798 for (i = 0; i < NUM_STATS; i++) 3983 for (i = 0; i < NUM_STATS; i++)
3799 { 3984 {
3800 sint8 stat = get_attr_value (stats, i); 3985 int race_bonus = pl->arch->stats.stat (i);
3801 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3986 sint8 stat = stats->stat (i) + ns->stat (i);
3802 3987
3803 stat += get_attr_value (ns, i);
3804 if (stat > 20 + race_bonus) 3988 if (stat > 20 + race_bonus)
3805 { 3989 {
3806 excess_stat++; 3990 excess_stat++;
3807 stat = 20 + race_bonus; 3991 stat = 20 + race_bonus;
3808 } 3992 }
3809 set_attr_value (stats, i, stat); 3993
3994 stats->stat (i) = stat;
3810 } 3995 }
3811 3996
3812 for (j = 0; excess_stat > 0 && j < 100; j++) 3997 for (j = 0; excess_stat > 0 && j < 100; j++)
3813 { /* try 100 times to assign excess stats */ 3998 { /* try 100 times to assign excess stats */
3814 int i = rndm (0, 6); 3999 int i = rndm (0, 6);
3815 int stat = get_attr_value (stats, i);
3816 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3817 4000
3818 if (i == CHA) 4001 if (i == CHA)
3819 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);
3820 if (stat < 20 + race_bonus) 4006 if (stat < 20 + race_bonus)
3821 { 4007 {
3822 change_attr_value (stats, i, 1); 4008 change_attr_value (stats, i, 1);
3823 excess_stat--; 4009 excess_stat--;
3824 } 4010 }
3825 } 4011 }
3826 4012
3827 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3828 * the player ref: player.c 4014 * the player ref: player.c
3829 */ 4015 */
3830 if (change->randomitems != NULL) 4016 if (change->randomitems)
3831 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3832
3833 4018
3834 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3835 4020
3836 /* first, look for the force object banning 4021 /* first, look for the force object banning
3837 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3838 */ 4023 */
3839 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3840 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3841 flag_change_face = 0; 4026 flag_change_face = 0;
3842 4027
3843 if (flag_change_face) 4028 if (flag_change_face)
3844 { 4029 {
3845 pl->animation_id = GET_ANIM_ID (change);
3846 pl->face = change->face; 4030 pl->face = change->face;
3847 4031 pl->animation_id = change->animation_id;
3848 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3849 SET_FLAG (pl, FLAG_ANIMATE);
3850 else
3851 CLEAR_FLAG (pl, FLAG_ANIMATE);
3852 } 4033 }
3853 4034
3854 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3855 /*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); */
3856 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3857 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3858 4039
3859 break; 4040 break;
3860 } 4041 }
3861 } 4042 }
3862} 4043}
3863 4044
3864/**
3865 * This handles items of type 'transformer'.
3866 * Basically those items, used with a marked item, transform both items into something
3867 * else.
3868 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3869 * Change information is contained in the 'slaying' field of the marked item.
3870 * The format is as follow: transformer:[number ]yield[;transformer:...].
3871 * This way an item can be transformed in many things, and/or many objects.
3872 * The 'slaying' field for transformer is used as verb for the action.
3873 */
3874void
3875apply_item_transformer (object *pl, object *transformer)
3876{
3877 object *marked;
3878 object *new_item;
3879 char *find;
3880 char *separator;
3881 int yield;
3882 char got[MAX_BUF];
3883 int len;
3884
3885 if (!pl || !transformer)
3886 return;
3887 marked = find_marked_object (pl);
3888 if (!marked)
3889 {
3890 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3891 return;
3892 }
3893 if (!marked->slaying)
3894 {
3895 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3896 return;
3897 }
3898 /* check whether they are compatible or not */
3899 find = strstr (marked->slaying, transformer->arch->name);
3900 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3901 {
3902 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3903 return;
3904 }
3905 find += strlen (transformer->arch->name) + 1;
3906 /* Item can be used, now find how many and what it yields */
3907 if (isdigit (*(find)))
3908 {
3909 yield = atoi (find);
3910 if (yield < 1)
3911 {
3912 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3913 yield = 1;
3914 }
3915 }
3916 else
3917 yield = 1;
3918
3919 while (isdigit (*find))
3920 find++;
3921 while (*find == ' ')
3922 find++;
3923 memset (got, 0, MAX_BUF);
3924 if ((separator = strchr (find, ';')) != NULL)
3925 {
3926 len = separator - find;
3927 }
3928 else
3929 {
3930 len = strlen (find);
3931 }
3932 if (len > MAX_BUF - 1)
3933 len = MAX_BUF - 1;
3934 strcpy (got, find);
3935 got[len] = '\0';
3936
3937 /* Now create new item, remove used ones when required. */
3938 new_item = get_archetype (got);
3939 if (!new_item)
3940 {
3941 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3942 return;
3943 }
3944
3945 new_item->nrof = yield;
3946 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3947 insert_ob_in_ob (new_item, pl);
3948 esrv_send_inventory (pl, pl);
3949 /* Eat up one item */
3950 decrease_ob_nr (marked, 1);
3951 /* Eat one transformer if needed */
3952 if (transformer->stats.food)
3953 if (--transformer->stats.food == 0)
3954 decrease_ob_nr (transformer, 1);
3955}

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