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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.83 by root, Mon May 7 06:01:48 2007 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
54 * subtype 5: arch or race 54 * subtype 5: arch or race
55 * subtype 7: all three 55 * subtype 7: all three
56 */ 56 */
57 if (op->subtype) 57 if (op->subtype)
58 { 58 {
59 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
62 } 62 }
63 else 63 else
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
69 69
70 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 77 return 1;
78 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 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))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 85 return 1;
86 86
87 return 0; 87 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
94 */ 94 */
95static int 95static int
96apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
97{ 97{
98 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 99
101 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
102 return 0; 101 return 0;
103 102
104 /* 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
105 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
106 */ 105 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 107 return 0;
109 108
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
113 */ 111 */
112 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 114 {
116 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
117 { 116 {
118 identify (marked); 117 identify (marked);
119 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));
120 if (marked->msg) 120 if (marked->msg)
121 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
124 } 124 }
125 return money == NULL;
126 } 125 }
127 }
128 126
129 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
130 { 128 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 130 {
133 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
134 { 132 {
135 identify (id); 133 identify (id);
136 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));
137 if (id->msg) 136 if (id->msg)
138 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
145 break; 141 break;
146 } 142 }
147 else 143 else
148 { 144 {
149 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");
150 break; 146 break;
151 } 147 }
152 } 148 }
153 } 149 }
154 if (!success) 150
155 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
156 return money == NULL; 156 return !money;
157} 157}
158 158
159/** 159/**
160 * 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
161 * matching item. 161 * matching item.
162 **/ 162 **/
163static void 163void
164handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
165{ 165{
166 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 168}
187 169
188/** 170/**
189 * Handles applying a potion. 171 * Handles applying a potion.
190 */ 172 */
191int 173int
192apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
193{ 175{
194 int got_one = 0, i; 176 int got_one = 0, i;
195 object *force = 0, *floor = 0; 177 object *force = 0;
196 178
197 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
198 180
199 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)
200 { 182 {
201 if (op->type == PLAYER)
202 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
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 186 return 0;
205 } 187 }
206 188
207 if (op->type == PLAYER) 189 if (op->type == PLAYER)
218 200
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 202 {
221 op->drain_stat (); 203 op->drain_stat ();
222 op->update_stats (); 204 op->update_stats ();
223 decrease_ob (tmp); 205 tmp->decrease ();
224 return 1; 206 return 1;
225 } 207 }
226 208
227 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
228 { 210 {
229 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 212 return 0;
231 } 213 }
214
232 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
233 216
234 if (depl) 217 if (depl)
235 { 218 {
236 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
237 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
239 222
240 depl->destroy (); 223 depl->destroy ();
241 op->update_stats (); 224 op->update_stats ();
242 } 225 }
243 else 226 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
245 228
246 decrease_ob (tmp); 229 tmp->decrease ();
247 return 1; 230 return 1;
248 } 231 }
249 232
250 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 235 {
253 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
254 { 237 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 239 {
257 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
258 { 241 {
259 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
260 break; 243 break;
261 } 244 }
245
262 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
263 { 247 {
264 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
265 break; 249 break;
266 } 250 }
251
267 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
268 { 253 {
269 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
270 break; 255 break;
271 } 256 }
275 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
276 { 261 {
277 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
278 break; 263 break;
279 } 264 }
265
280 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
281 { 267 {
282 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
283 break; 269 break;
284 } 270 }
271
285 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
286 { 273 {
287 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
288 break; 275 break;
289 } 276 }
290 } 277 }
291 } 278 }
292 279
293 /* Just makes checking easier */ 280 /* Just makes checking easier */
294 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
295 got_one = 1; 282 got_one = 1;
296 283
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 285 {
299 if (got_one) 286 if (got_one)
300 { 287 {
301 op->update_stats (); 288 op->update_stats ();
302 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 "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 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.");
308 } 295 }
309 else 296 else
310 { /* cursed potion */ 297 { /* cursed potion */
311 if (got_one) 298 if (got_one)
312 { 299 {
313 op->update_stats (); 300 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
315 } 302 }
316 else 303 else
317 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);
318 } 305 }
319 306
320 decrease_ob (tmp); 307 tmp->decrease ();
321 return 1; 308 return 1;
322 } 309 }
323 310
324 311
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 316 */
330 if (tmp->inv) 317 if (tmp->inv)
331 { 318 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 320 {
334 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
335 322 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 323 }
345 else 324 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 326
348 decrease_ob (tmp); 327 tmp->decrease ();
328
349 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 331 op->update_stats ();
332
352 return 1; 333 return 1;
353 } 334 }
354 335
355 /* Deal with protection potions */ 336 /* Deal with protection potions */
356 force = NULL; 337 force = NULL;
358 { 339 {
359 if (tmp->resist[i]) 340 if (tmp->resist[i])
360 { 341 {
361 if (!force) 342 if (!force)
362 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
365 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 */
366 } 348 }
367 } 349 }
350
368 /* This is a protection potion */ 351 /* This is a protection potion */
369 if (force) 352 if (force)
370 { 353 {
371 /* cursed items last longer */ 354 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 force->stats.food *= 10; 357 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 361 }
362
379 force->speed_left = -1; 363 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 367 change_abil (op, force);
384 decrease_ob (tmp); 368 tmp->decrease ();
385 return 1; 369 return 1;
386 } 370 }
387 371
388 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 373 if (op->type == PLAYER)
390 { /* only for players */ 374 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 379 else
394 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
395 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
397 } 384 }
398 385
399 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 389 * up all the stats.
403 */ 390 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 392 op->update_stats ();
406 decrease_ob (tmp); 393 tmp->decrease ();
407 return 1; 394 return 1;
408} 395}
409 396
410/**************************************************************************** 397/****************************************************************************
411 * Weapon improvement code follows 398 * Weapon improvement code follows
412 ****************************************************************************/ 399 ****************************************************************************/
413 400
414/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
415 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
416 */ 418 */
417static int 419static int
418check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
419{ 421{
420 int count = 0; 422 int count = 0;
421 423
422 424 if (!item)
423 if (item == NULL)
424 return 0; 425 return 0;
425 426
426 op = op->below; 427 for (op = op->below; op; op = op->below)
427 while (op != NULL) 428 if (op->arch->archname == item)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 431 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 432
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597 536static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
649 * 594 *
650 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
653 */ 598 */
654int 599static int
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 612 return 0;
667 } 613 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
761 */ 710 */
762int 711static int
763check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
769 718
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 }
775 724
776 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
777 if (!otmp) 727 if (!otmp)
778 { 728 {
779 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.>");
780 return 0; 730 return 0;
781 } 731 }
782 732
783 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 734 {
785 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!");
786 return 0; 736 return 0;
787 } 737 }
788 738
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739 op->statusmsg ("Applied weapon builder.");
740
790 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
792 return 1; 743 return 1;
793} 744}
794 745
812 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 764 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 766 * changing of physical area right now.
816 */ 767 */
817int 768static int
818improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
819{ 770{
820 object *tmp; 771 object *tmp;
821 772
822 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
823 { 774 {
824 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!");
825 return 0; 776 return 0;
826 } 777 }
778
827 /* 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,
828 * 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.
829 * 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
830 * of gnarg and what not?) 782 * of gnarg and what not?)
831 */ 783 */
832 if (armour->title) 784 if (armour->title)
833 { 785 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 787 return 0;
836 } 788 }
837 789
838 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
840 */ 792 */
841 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 794
846 armour->magic++; 795 armour->magic++;
847 796
848 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
849 { 798 {
854 { 803 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 805 pow++;
857 } 806 }
858 807
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 809 }
861 else 810 else
862 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;
863 812
864 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
865 { 814 {
866 int base = 100; 815 int base = 100;
867 int pow = 0; 816 int pow = 0;
870 { 819 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 821 pow++;
873 } 822 }
874 823
875 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
876 } 825 }
877 else 826 else
878 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;
879 828
880 if (armour->weight <= 0) 829 if (armour->weight <= 0)
881 { 830 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 832 armour->weight = 1;
884 } 833 }
885 834
886 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);
887 836
888 if (op->type == PLAYER) 837 if (op->type == PLAYER)
889 { 838 {
890 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 842 op->update_stats ();
893 } 843 }
894 decrease_ob (improver); 844
845 improver->decrease ();
846
895 if (tmp) 847 if (tmp)
896 { 848 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 849
898 esrv_send_item (op, tmp);
899 }
900 return 1; 850 return 1;
901} 851}
902
903 852
904/* 853/*
905 * 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
906 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
907 */ 856 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 857 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
915 * 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
916 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
917 */ 861 */
918int 862int
919convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
920{ 864{
921 int nr = 0; 865 sint64 nr = 0, price_in;
922 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;
923 874
924 /* 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,
925 * 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
926 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
927 */ 878 */
928 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
929 { 880 {
930 int cost;
931
932 if (item->type != MONEY) 881 if (item->type != MONEY)
933 return 0; 882 return 0;
934 883
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 885 if (!nr)
937 return 0; 886 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 887
939 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 889
941 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
943 893
944 price_in = cost * item->value; 894 price_in = cost * item->value;
945 } 895 }
946 else 896 else
947 { 897 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
950 return 0; 901 return 0;
951 902
952 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
953 { 906 {
954 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
957 } 910 }
958 else 911 else
959 { 912 {
960 price_in = item->value; 913 price_in = item->value;
961 item->destroy (); 914 item->destroy ();
962 } 915 }
963 } 916 }
964 917
965 if (converter->inv != NULL) 918 if (converter->inv)
966 { 919 {
967 object *ob; 920 object *ob;
968 int i; 921 int i;
969 object *ob_to_copy; 922 object *ob_to_copy;
970 923
971 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
973 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++)
974 {
975 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 928 ob_to_copy = ob;
978 } 929
979 } 930 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 933 }
984 else 934 else
985 { 935 {
986 if (converter->other_arch == NULL) 936 if (!conv_to)
987 { 937 {
988 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",
989 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 940 return -1;
991 } 941 }
992 942
993 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 945 }
996 946
997 if (CONV_NR (converter)) 947 if (give)
998 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
999 if (nr) 950 if (nr)
1000 item->nrof *= nr; 951 item->nrof *= nr;
1001 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
1002 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 }
1003 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 965 {
1005 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",
1006 &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);
1007
1008 /** 968 /**
1009 * 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
1010 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1011 */ 971 */
1012 } 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
1013 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);
1014 return 1; 980 return 1;
1015} 981}
1016 982
1017/** 983/**
1018 * Handle apply on containers. 984 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1020 * 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]
1021 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1022 */ 988 */
1023int 989static int
1024apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1025{ 991{
1026 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1034 1000
1035 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1038 { 1004 {
1039 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.");
1040 return 1; 1006 return 1;
1041 } 1007 }
1042 1008
1043 // 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
1044 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1045 { 1011 {
1046 if (op->container == sack) 1012 if (op->container_ () == sack)
1047 { 1013 {
1048 // open on ground or inv, so close 1014 // open on ground or inv, so close
1049 op->close_container (); 1015 op->close_container ();
1050 return 1; 1016 return 1;
1051 } 1017 }
1052 else if (!sack->env) 1018 else if (!sack->env)
1053 { 1019 {
1054 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1055 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)));
1056 return 1; 1022 return 1;
1057 } 1023 }
1058 1024
1059 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1060 } 1026 }
1062 { 1028 {
1063 // 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
1064 op->close_container (); 1030 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1034 return 1;
1069 } 1035 }
1070 1036
1071 // it's locked? 1037 // it's locked?
1072 if (sack->slaying) 1038 if (sack->slaying)
1073 { 1039 {
1074 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1075 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)));
1076 else 1042 else
1077 { 1043 {
1078 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)));
1079 return 1; 1045 return 1;
1080 } 1046 }
1081 } 1047 }
1082 1048
1083 op->open_container (sack); 1049 op->open_container (sack);
1094{ 1060{
1095 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1063 return 0;
1098 1064
1099 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1100 { 1066 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * 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
1103 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1104 */ 1070 */
1105 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1106 { 1072 {
1107 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));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1076 * old maps.
1111 */ 1077 */
1112 1078
1113/* push_button (altar);*/ 1079/* push_button (altar);*/
1114 } 1080 }
1115 else 1081 else
1116 { 1082 {
1117 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1118 push_button (altar); 1084 push_button (altar, originator);
1119 } 1085 }
1120 1086
1121 return !sacrifice; 1087 return !sacrifice;
1122 } 1088 }
1123 else 1089 else
1138 double opinion; 1104 double opinion;
1139 object *tmp, *next; 1105 object *tmp, *next;
1140 1106
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1108
1143 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 ())
1144 { 1121 {
1145 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1147 * the shop. 1124 * the shop.
1148 */ 1125 */
1152 1129
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1131 {
1155 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);
1156 1133
1134 if (i >= 0)
1157 tmp->remove (); 1135 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1136 }
1167 } 1137 }
1168 1138
1169 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1175 */ 1145 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1147 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 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);
1181 1150
1182 if (i != -1) 1151 if (i != -1)
1183 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);
1184 1153
1185 return 0; 1154 return 0;
1186 } 1155 }
1156
1187 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1189 */ 1159 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1161 }
1192 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1193 { 1163 {
1194 /* this is only used for players */ 1164 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1196 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
1197 if (shop_mat->msg) 1174 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1199 /* 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,
1200 * 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
1201 * actually the shop floor. 1178 * actually the shop floor.
1202 */ 1179 */
1203 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1204 { 1181 {
1205 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1206 1183
1207 if (opinion > 0.9) 1184 op->statusmsg (
1208 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."
1209 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1189 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1190 }
1216 } 1191 }
1217 else 1192 else
1218 { 1193 {
1219 /* 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
1220 * 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
1221 * they are not on the mat anymore 1196 * they are not on the mat anymore
1222 */ 1197 */
1223 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);
1224 1199
1225 if (i == -1) 1200 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1202 else
1230 { 1203 {
1231 op->remove (); 1204 op->remove ();
1232 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1243 * Handles applying a sign. 1216 * Handles applying a sign.
1244 */ 1217 */
1245static void 1218static void
1246apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1247{ 1220{
1248 readable_message_type *msgType; 1221 if (!op->is_player())
1249 char newbuf[HUGE_BUF]; 1222 return;
1250 1223
1251 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1252 { 1225 {
1253 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));
1254 return; 1227 return;
1255 } 1228 }
1256 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
1257 if (sign->stats.food) 1239 if (sign->stats.food)
1258 { 1240 {
1259 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1260 { 1242 {
1261 if (!sign->move_on) 1243 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1263 return; 1246 return;
1264 } 1247 }
1265 1248
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1250 sign->last_eat++;
1272 * 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
1273 * to us). 1256 * to us).
1274 */ 1257 */
1275 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)
1276 { 1259 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1278 return; 1261 return;
1279 } 1262 }
1280 msgType = get_readable_message_type (sign); 1263
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1282 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);
1283} 1306}
1284 1307
1285/** 1308/**
1286 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1301 return; 1324 return;
1302 1325
1303 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1304 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1305 */ 1328 */
1306 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1307 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1308 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1309 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1310 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1311 */ 1334 */
1312 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1313 { 1336 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[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);
1316 return; 1339 return;
1317 } 1340 }
1341
1318 recursion_depth++; 1342 recursion_depth++;
1319 if (trap->head) 1343 if (trap->head)
1320 trap = trap->head; 1344 trap = trap->head;
1321 1345
1322 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)))
1323 goto leave;
1324
1325 switch (trap->type) 1347 switch (trap->type)
1326 { 1348 {
1327 case PLAYERMOVER: 1349 case PLAYERMOVER:
1328 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:
1329 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1330 if (!trap->stats.maxsp) 1423 if (!trap->value)
1331 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1332 1426
1333 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1334 * 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
1335 */ 1442 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1337 1444
1338 /* 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)
1339 * above with some objects have zero speed, and thus the player 1446 {
1340 * 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 }
1341 */ 1456 }
1342 if (victim->speed_left < -50.0) 1457 break;
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1458 }
1346 goto leave;
1347 1459
1348 case SPINNER: 1460 case CONVERTER:
1349 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1350 {
1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1352 update_turn_face (victim);
1353 }
1354 goto leave;
1355
1356 case DIRECTOR:
1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1359 victim->direction = trap->stats.sp;
1360 update_turn_face (victim);
1361 }
1362 goto leave;
1363
1364 case BUTTON:
1365 case PEDESTAL:
1366 update_button (trap);
1367 goto leave;
1368
1369 case ALTAR:
1370 /* sacrifice victim on trap */
1371 apply_altar (trap, victim, originator);
1372 goto leave;
1373
1374 case THROWN_OBJ:
1375 if (trap->inv == NULL)
1376 goto leave;
1377 /* fallthrough */
1378
1379 case ARROW:
1380 /* bad bug: monster throw a object, make a step forwards, step on object ,
1381 * trigger this here and get hit by own missile - and will be own enemy.
1382 * Victim then is his own enemy and will start to kill herself (this is
1383 * removed) but we have not synced victim and his missile. To avoid senseless
1384 * action, we avoid hits here
1385 */
1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387 hit_with_arrow (trap, victim);
1388 goto leave;
1389
1390 case SPELL_EFFECT:
1391 apply_spell_effect (trap, victim);
1392 goto leave;
1393
1394 case TRAPDOOR:
1395 {
1396 int max, sound_was_played;
1397 object *ab, *ab_next;
1398
1399 if (!trap->value)
1400 { 1462 {
1401 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1402 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave;
1409
1410 SET_ANIMATION (trap, trap->value);
1411 update_object (trap, UP_OBJ_FACE);
1412 } 1465 }
1413 1466
1414 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))
1415 { 1489 {
1416 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1417 * ab->above would be bogus 1491 * players output.
1418 */ 1492 */
1419 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1420 1495
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1422 { 1497 victim->enter_exit (trap);
1423 if (!sound_was_played)
1424 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426 sound_was_played = 1;
1427 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 }
1431 } 1498 }
1432 goto leave; 1499 break;
1433 }
1434 1500
1435
1436 case CONVERTER:
1437 if (convert_item (victim, trap) < 0)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1442
1443 goto leave;
1444
1445 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR:
1448 check_trigger (trap, victim);
1449 goto leave;
1450
1451 case DEEP_SWAMP:
1452 walk_on_deep_swamp (trap, victim);
1453 goto leave;
1454
1455 case CHECK_INV:
1456 check_inv (victim, trap);
1457 goto leave;
1458
1459 case HOLE:
1460 /* Hole not open? */
1461 if (trap->stats.wc > 0)
1462 goto leave;
1463
1464 /* Is this a multipart monster and not the head? If so, return.
1465 * Processing will happen if the head runs into the pit
1466 */
1467 if (victim->head)
1468 goto leave;
1469
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave;
1474
1475 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1478 /* Basically, don't show exits leading to random maps the
1479 * players output.
1480 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1484 victim->enter_exit (trap);
1485 }
1486 goto leave;
1487
1488 case ENCOUNTER: 1501 case ENCOUNTER:
1489 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1490 goto leave; 1503 break;
1491 1504
1492 case SHOP_MAT: 1505 case SHOP_MAT:
1493 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1494 goto leave; 1507 break;
1495 1508
1496 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1497 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1498 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1499 goto leave; 1512 break;
1500 1513
1501 case SIGN: 1514 case SIGN:
1502 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1503 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1504 1517
1505 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1506 goto leave; 1519 break;
1507 1520
1508 case CONTAINER: 1521 case CONTAINER:
1509 apply_container (victim, trap); 1522 apply_container (victim, trap);
1510 goto leave; 1523 break;
1511 1524
1512 case RUNE: 1525 case RUNE:
1513 case TRAP: 1526 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1517 } 1529 break;
1518 goto leave;
1519 1530
1520 default: 1531 default:
1521 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 "
1522 "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);
1523 goto leave; 1534 break;
1524 } 1535 }
1525 1536
1526leave:
1527 recursion_depth--; 1537 recursion_depth--;
1528} 1538}
1529 1539
1530/** 1540/**
1531 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1536 int lev_diff; 1546 int lev_diff;
1537 object *skill_ob; 1547 object *skill_ob;
1538 1548
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1550 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1542 return; 1552 return;
1543 } 1553 }
1554
1544 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1545 { 1556 {
1546 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));
1547 return; 1558 return;
1548 } 1559 }
1549 1560
1550 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1563 if (!skill_ob)
1553 { 1564 {
1554 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));
1555 return; 1566 return;
1556 } 1567 }
1568
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1571 {
1560 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1561 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."
1562 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 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."
1564 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1566 else if (lev_diff < 8)
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568 else if (lev_diff < 15)
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return; 1578 return;
1573 } 1579 }
1574 1580
1581 // we currently don't use the message types for anything.
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1576 1583
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1578 msgType->message_type, msgType->message_subtype, 1585
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1586 if (player *pl = op->contr)
1580 long_desc (tmp, op), &tmp->msg); 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));
1581 1589
1582 /* gain xp from reading */ 1590 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1592 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 { 1596 {
1589 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 1599
1592 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 } 1602 }
1598 1603
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 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 */
1601 } 1606 }
1602} 1607}
1603 1608
1604/** 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/**
1605 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1606 * 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
1607 */ 1665 */
1608static void 1666static void
1609apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1610{ 1668{
1611 switch ((int) learn_skill (op, tmp)) 1669 switch (learn_skill (op, tmp))
1612 { 1670 {
1613 case 0: 1671 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1672 op->play_sound (sound_find ("generic_fail"));
1615 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)));
1616 return; 1674 break;
1617 1675
1618 case 1: 1676 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 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));
1621 return; 1680 break;
1622 1681
1623 default: 1682 default:
1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1624 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)));
1625 decrease_ob (tmp);
1626 return; 1686 break;
1627 } 1687 }
1628} 1688}
1629 1689
1630/** 1690/**
1631 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1651 return; 1711 return;
1652 } 1712 }
1653 return; 1713 return;
1654 } 1714 }
1655 1715
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1717
1657 tmp = spell->clone (); 1718 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1719 insert_ob_in_ob (tmp, op);
1659 1720
1660 if (special_prayer) 1721 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1741 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1743 return;
1683 } 1744 }
1684 1745
1685 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));
1686 player_unready_range_ob (op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1749 spob->destroy ();
1689} 1750}
1690 1751
1698{ 1759{
1699 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1700 1761
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1763 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1764 op->failmsg ("You are unable to read while blind.");
1704 return; 1765 return;
1705 } 1766 }
1706 1767
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1770 * legacy spellbooks
1710 */ 1771 */
1711
1712 if (tmp->slaying != NULL) 1772 if (tmp->slaying)
1713 { 1773 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1715 if (!spell) 1776 if (!spell)
1716 { 1777 {
1717 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));
1718 return; 1779 return;
1719 } 1780 }
1720 else 1781 else
1721 insert_ob_in_ob (spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1783
1722 tmp->slaying = NULL; 1784 tmp->slaying = 0;
1723 } 1785 }
1724 1786
1725 skop = find_skill_by_name (op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
1726 1788
1727 /* 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
1728 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1791 if (!skop)
1730 { 1792 {
1731 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));
1732 return; 1794 return;
1733 } 1795 }
1734 1796
1735 spell = tmp->inv; 1797 spell = tmp->inv;
1736 1798
1737 if (!spell) 1799 if (!spell)
1738 { 1800 {
1739 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);
1740 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!");
1741 return; 1803 return;
1742 } 1804 }
1743 1805
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1807 if (skop->level < learn_level)
1745 { 1808 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 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));
1747 return; 1811 return;
1748 } 1812 }
1749 1813
1750 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));
1751 1815
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp); 1817 identify (tmp);
1755
1756 if (tmp->env)
1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758 else
1759 op->contr->ns->floorbox_update ();
1760 }
1761 1818
1762 /* 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
1763 * 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
1764 * 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
1765 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1766 */ 1823 */
1767 if (check_spell_known (op, spell->name)) 1824 if (check_spell_known (op, spell->name))
1768 { 1825 {
1769 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");
1770 return; 1827 return;
1771 } 1828 }
1772 1829
1773 if (spell->skill) 1830 if (spell->skill)
1774 { 1831 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1776 1833
1777 if (!spell_skill) 1834 if (!spell_skill)
1778 { 1835 {
1779 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));
1780 return; 1837 return;
1781 } 1838 }
1782 1839
1783 if (spell_skill->level < spell->level) 1840 if (spell_skill->level < spell->level)
1784 { 1841 {
1785 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));
1786 return; 1843 return;
1787 } 1844 }
1788 } 1845 }
1789 1846
1790 /* Logic as follows 1847 /* Logic as follows
1799 * 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
1800 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1801 */ 1858 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1860 {
1804 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!");
1805 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));
1806 } 1863 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (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])
1809 { 1866 {
1810 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
1813 1869
1814 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 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);
1817 } 1873 }
1818 else 1874 else
1819 { 1875 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1876 op->contr->play_sound (sound_find ("fumble_spell"));
1821 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");
1822 } 1878 }
1823 1879
1824 decrease_ob (tmp); 1880 tmp->decrease ();
1825} 1881}
1826 1882
1827/** 1883/**
1828 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
1829 */ 1885 */
1832{ 1888{
1833 object *skop; 1889 object *skop;
1834 1890
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1892 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1893 op->failmsg ("You are unable to read while blind.");
1838 return; 1894 return;
1839 } 1895 }
1840 1896
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1897 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1898 {
1843 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.>");
1844 return; 1900 return;
1845 } 1901 }
1846 1902
1847 if (op->type == PLAYER) 1903 if (op->type == PLAYER)
1848 { 1904 {
1854 */ 1910 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1912
1857 if (!skop) 1913 if (!skop)
1858 { 1914 {
1859 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]));
1860 return; 1916 return;
1861 } 1917 }
1862 1918
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1921 }
1866 1922
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1924 identify (tmp);
1869 1925
1870 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));
1871
1872 1927
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1929 tmp->decrease ();
1875} 1930}
1876 1931
1877/** 1932/**
1878 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
1880 * chest. 1935 * chest.
1881 */ 1936 */
1882static void 1937static void
1883apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
1884{ 1939{
1885 object *treas;
1886
1887
1888 /* 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
1889 * 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
1890 * 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
1891 * 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
1892 * treasure 1944 * treasure
1893 */ 1945 */
1894
1895 treas = tmp->inv; 1946 object *treas = tmp->inv;
1896 if (treas == NULL) 1947
1948 if (!treas)
1897 { 1949 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1950 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1951 tmp->decrease ();
1900 return; 1952 return;
1901 } 1953 }
1954
1902 while (tmp->inv) 1955 while (tmp->inv)
1903 { 1956 {
1904 treas = tmp->inv; 1957 treas = tmp->inv;
1905
1906 treas->remove (); 1958 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1959
1909 treas->x = op->x; 1960 treas->x = op->x;
1910 treas->y = op->y; 1961 treas->y = op->y;
1911 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);
1912 1963
1913 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))
1914 spring_trap (treas, op); 1965 spring_trap (treas, op);
1915 1966
1916 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
1920 */ 1971 */
1921 if (op->destroyed () || tmp->destroyed ()) 1972 if (op->destroyed () || tmp->destroyed ())
1922 break; 1973 break;
1923 } 1974 }
1924 1975
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1976 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1977 tmp->decrease (true);
1927
1928}
1929
1930/**
1931 * op eats food.
1932 * If player, takes care of messages and dragon special food.
1933 */
1934static void
1935apply_food (object *op, object *tmp)
1936{
1937 int capacity_remaining;
1938
1939 if (op->type != PLAYER)
1940 op->stats.hp = op->stats.maxhp;
1941 else
1942 {
1943 /* check if this is a dragon (player), eating some flesh */
1944 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1945 ;
1946 else
1947 {
1948 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999)
1950 {
1951 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1953 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1955 }
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 char buf[MAX_BUF];
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 {
1971 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1973 }
1974
1975 new_draw_info (NDI_UNIQUE, 0, op, buf);
1976 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50;
1980 else
1981 op->stats.hp += tmp->stats.food / 50;
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993 handle_apply_yield (tmp);
1994 decrease_ob (tmp);
1995} 1978}
1996 1979
1997/** 1980/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * 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.
2002 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2003 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2004 * return: 1987 * return:
2005 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2006 */ 1989 */
2007int 1990static int
2008dragon_eat_flesh (object *op, object *meal) 1991dragon_eat_flesh (object *op, object *meal)
2009{ 1992{
2010 object *skin = NULL; /* pointer to dragon skin force */ 1993 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 1994 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2013 1996
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2021 int i; /* index */ 2003 int i; /* index */
2022 2004
2023 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2025 return 0; 2007 return 0;
2026 2008
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2010 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2012 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2014 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2016 abil = tmp;
2038 2017
2039 /* 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
2040 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2020 if (skin == NULL || abil == NULL)
2044 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2047 else 2026 else
2048 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2049 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2051 2031
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2053 2033
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2035
2056 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2067 2047
2068 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2049 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2051
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2074 2054
2075 if (chance >= 0.) 2055 if (chance >= 0.)
2076 chance += 1.; 2056 chance += 1.;
2077 else 2057 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2059
2080 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2062
2083 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2086 2066
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2069 {
2090 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2091 winners++; 2071 winners++;
2092 } 2072 }
2093 2073
2098 } 2078 }
2099 } 2079 }
2100 2080
2101 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2082 totalchance = 100 - totalchance * 100;
2083
2103 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2104 if (totalchance > 50.) 2086 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2114 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))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2098 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2100
2101 op->statusmsg (buf);
2119 2102
2120 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2121 i = -1; 2104 i = -1;
2122 if (winners > 0) 2105 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2106 i = atnr_winner [rndm (winners)];
2124 2107
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 { 2109 {
2127 /* resistance increased! */ 2110 /* resistance increased! */
2128 skin->resist[i]++; 2111 skin->resist[i]++;
2129 op->update_stats (); 2112 op->update_stats ();
2130 2113
2131 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]));
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 } 2115 }
2134 2116
2135 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2136 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 */
2137 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)
2138 { 2120 {
2139 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> */
2140 2122
2141 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
2142 { 2129 ));
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else 2130 else
2149 { 2131 {
2150 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]));
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0; 2133 abil->last_eat = 0;
2153 } 2134 }
2154 } 2135 }
2136
2155 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 ();
2156} 2214}
2157 2215
2158/** 2216/**
2159 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2162static void 2220static void
2163apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2164{ 2222{
2165 object *armor; 2223 object *armor;
2166 2224
2167 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))
2168 { 2226 {
2169 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.>");
2170 return; 2228 return;
2171 } 2229 }
2172 2230
2173 armor = find_marked_object (op); 2231 armor = find_marked_object (op);
2174 2232
2175 if (!armor) 2233 if (!armor)
2176 { 2234 {
2177 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.");
2178 return; 2236 return;
2179 } 2237 }
2180 2238
2181 if (armor->type != ARMOUR 2239 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2240 && armor->type != CLOAK
2183 && 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)
2184 { 2242 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2243 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2244 return;
2187 } 2245 }
2188 2246
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2247 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2248 improve_armour (op, tmp, armor);
2191} 2249}
2192 2250
2193extern void 2251void
2194apply_poison (object *op, object *tmp) 2252apply_poison (object *op, object *tmp)
2195{ 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
2196 if (op->type == PLAYER) 2259 if (op->type == PLAYER)
2197 { 2260 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2261 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2262 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2263 op->contr->killer = poison;
2201 } 2264 }
2265
2202 if (tmp->stats.hp > 0) 2266 if (poison->stats.hp > 0)
2203 { 2267 {
2204 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);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2206 } 2270 }
2271
2207 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2273 poison->destroy ();
2209 decrease_ob (tmp);
2210} 2274}
2211 2275
2212/** 2276/**
2213 * 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
2214 * A valid 2 way exit means: 2278 * is specified it will try to find a lighter in the players inventory,
2215 * -You can come back (there is another exit at the other side) 2279 * and inform him about this requirement.
2216 * -You are
2217 * ° the owner of the exit
2218 * ° or in the same party as the owner
2219 * 2280 *
2220 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * who - the player
2221 * in the field exit->name cause the field exit->owner doesn't 2282 * op - the item we want to light
2222 * 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
2223 */ 2284 */
2224int 2285static object *
2225is_legal_2ways_exit (object *op, object *exit) 2286auto_apply_lighter (object *who, object *op, object *lighter)
2226{ 2287{
2227 if (exit->stats.exp != 1) 2288 if (lighter == 0)
2228 return 1; /*This is not a 2 way, so it is legal */
2229
2230#if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */
2233#endif
2234
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236
2237 if (exitmap)
2238 { 2289 {
2239 exitmap->load_sync (); 2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2240
2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2243 if (!tmp)
2244 return 0;
2245
2246 for (; tmp; tmp = tmp->above)
2247 { 2291 {
2248 if (tmp->type != EXIT) 2292 if (tmp->type == LIGHTER)
2249 continue; /*Not an exit */
2250
2251 if (!EXIT_PATH (tmp))
2252 continue; /*Not a valid exit */
2253
2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2255 continue; /*Not in the same place */
2256
2257 if (exit->map->path != EXIT_PATH (tmp))
2258 continue; /*Not in the same map */
2259
2260 /* From here we have found the exit is valid. However we do
2261 * here the check of the exit owner. It is important for the
2262 * town portals to prevent strangers from visiting your appartments
2263 */
2264 if (!exit->race)
2265 return 1; /*No owner, free for all! */
2266
2267 object *exit_owner = 0;
2268
2269 for_all_players (pp)
2270 { 2293 {
2271 if (!pp->ob) 2294 lighter = tmp;
2272 continue;
2273
2274 if (pp->ob->name != exit->race)
2275 continue;
2276
2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2278 break; 2295 break;
2279 } 2296 }
2297 }
2280 2298
2281 if (!exit_owner) 2299 if (!lighter)
2282 return 0; /* No more owner */ 2300 {
2283 2301 who->failmsg (format (
2284 if (exit_owner->contr == op->contr) 2302 "You can't light up the %s with your bare hands! "
2285 return 1; /*It is your exit */ 2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2286 2304 &op->name));
2287 if (exit_owner && /*There is a owner */
2288 (op->contr) && /*A player tries to pass */
2289 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2291 return 0; 2305 return 0;
2306 }
2307 }
2292 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));
2293 return 1; 2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2294 } 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
2295 } 2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2296 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)
2297 return 0; 2545 return;
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 ();
2298} 2621}
2299 2622
2300/** 2623/**
2301 * Main apply handler. 2624 * Main apply handler.
2302 * 2625 *
2305 * Return value: 2628 * Return value:
2306 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2307 * 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
2308 * 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
2309 * 2632 *
2310 * 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
2311 * being applied. 2634 * being applied.
2312 * 2635 *
2313 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2314 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2315 */ 2638 */
2316int 2639int
2317manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2318{ 2641{
2319 if (tmp->head) 2642 op = op->head_ ();
2320 tmp = tmp->head;
2321 2643
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2323 { 2645 {
2324 if (op->type == PLAYER) 2646 if (who->type == PLAYER)
2325 { 2647 {
2326 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
2327 return 1; 2650 return 1;
2328 } 2651 }
2329 else 2652 else
2330 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2331 } 2654 }
2332 2655
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2334 return RESULT_INT (0); 2657 return RESULT_INT (0);
2335 2658
2336 switch (tmp->type) 2659 switch (op->type)
2337 { 2660 {
2338 case CF_HANDLE: 2661 case T_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2662 who->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2663 who->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2664 op->value = op->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2343 update_object (tmp, UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2344 push_button (tmp); 2667 push_button (op, who);
2345 return 1; 2668 return 1;
2346 2669
2347 case TRIGGER: 2670 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2671 if (check_trigger (op, who, who))
2349 { 2672 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2673 who->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2674 who->play_sound (sound_find ("turn_handle"));
2352 } 2675 }
2353 else 2676 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2677 who->failmsg ("The handle doesn't move.");
2355 2678
2356 return 1; 2679 return 1;
2357 2680
2358 case EXIT: 2681 case EXIT:
2359 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2360 return 0; 2683 return 0;
2361 2684
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2685 if (!EXIT_PATH (op))
2363 { 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)));
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2365 }
2366 else 2687 else
2367 { 2688 {
2368 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2369 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2370 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2691 who->statusmsg (op->msg, NDI_NAVY);
2371 2692
2372 op->enter_exit (tmp); 2693 who->enter_exit (op);
2373 } 2694 }
2695
2374 return 1; 2696 return 1;
2375 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
2376 case SIGN: 2703 case SIGN:
2377 apply_sign (op, tmp, 0); 2704 apply_sign (who, op, 0);
2378 return 1; 2705 return 1;
2379 2706
2380 case BOOK: 2707 case BOOK:
2381 if (op->type == PLAYER) 2708 if (who->type == PLAYER)
2382 { 2709 {
2383 apply_book (op, tmp); 2710 apply_book (who, op);
2384 return 1;
2385 }
2386 else
2387 {
2388 return 0;
2389 }
2390
2391 case SKILLSCROLL:
2392 if (op->type == PLAYER)
2393 {
2394 apply_skillscroll (op, tmp);
2395 return 1;
2396 }
2397 return 0;
2398
2399 case SPELLBOOK:
2400 if (op->type == PLAYER)
2401 {
2402 apply_spellbook (op, tmp);
2403 return 1;
2404 }
2405 return 0;
2406
2407 case SCROLL:
2408 apply_scroll (op, tmp, 0);
2409 return 1;
2410
2411 case POTION:
2412 (void) apply_potion (op, tmp);
2413 return 1;
2414
2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2417 case CLOSE_CON:
2418 apply_container (op, tmp->env);
2419 return 1;
2420
2421 case CONTAINER:
2422 apply_container (op, tmp);
2423 return 1;
2424
2425 case TREASURE:
2426 if (op->type == PLAYER)
2427 {
2428 apply_treasure (op, tmp);
2429 return 1; 2711 return 1;
2430 } 2712 }
2431 else 2713 else
2432 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;
2433 2765
2434 case WEAPON: 2766 case WEAPON:
2435 case ARMOUR: 2767 case ARMOUR:
2436 case BOOTS: 2768 case BOOTS:
2437 case GLOVES: 2769 case GLOVES:
2445 case WAND: 2777 case WAND:
2446 case ROD: 2778 case ROD:
2447 case HORN: 2779 case HORN:
2448 case SKILL: 2780 case SKILL:
2449 case BOW: 2781 case BOW:
2450 case LAMP:
2451 case BUILDER: 2782 case BUILDER:
2452 case SKILL_TOOL: 2783 case SKILL_TOOL:
2453 if (tmp->env != op) 2784 if (op->env != who)
2454 return 2; /* not in inventory */ 2785 return 2; /* not in inventory */
2455 2786
2456 apply_special (op, tmp, aflag); 2787 apply_special (who, op, aflag);
2457 return 1; 2788 return 1;
2458 2789
2459 case DRINK: 2790 case DRINK:
2460 case FOOD: 2791 case FOOD:
2461 case FLESH: 2792 case FLESH:
2462 apply_food (op, tmp); 2793 apply_food (who, op);
2463 return 1; 2794 return 1;
2464 2795
2465 case POISON: 2796 case POISON:
2466 apply_poison (op, tmp); 2797 apply_poison (who, op);
2467 return 1; 2798 return 1;
2468 2799
2469 case SAVEBED: 2800 case SAVEBED:
2470 return 1; 2801 return 1;
2471 2802
2472 case ARMOUR_IMPROVER: 2803 case ARMOUR_IMPROVER:
2473 if (op->type == PLAYER) 2804 if (who->type == PLAYER)
2474 { 2805 {
2475 apply_armour_improver (op, tmp); 2806 apply_armour_improver (who, op);
2476 return 1; 2807 return 1;
2477 } 2808 }
2478 else 2809 else
2479 return 0; 2810 return 0;
2480 2811
2481 case WEAPON_IMPROVER: 2812 case WEAPON_IMPROVER:
2482 (void) check_improve_weapon (op, tmp); 2813 check_improve_weapon (who, op);
2483 return 1; 2814 return 1;
2484 2815
2485 case CLOCK: 2816 case CLOCK:
2486 if (op->type == PLAYER) 2817 if (who->type == PLAYER)
2487 { 2818 {
2488 char buf[MAX_BUF]; 2819 char buf[MAX_BUF];
2489 timeofday_t tod; 2820 timeofday_t tod;
2490 2821
2491 get_tod (&tod); 2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2825 "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((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")
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2828 ));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2829 return 1;
2498 } 2830 }
2499 else 2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2500 { 2836 {
2501 return 0;
2502 }
2503
2504 case MENU:
2505 if (op->type == PLAYER)
2506 {
2507 shop_listing (tmp, op); 2837 shop_listing (op, who);
2508 return 1; 2838 return 1;
2509 } 2839 }
2510 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)
2511 { 2849 {
2512 return 0;
2513 }
2514
2515 case POWER_CRYSTAL:
2516 apply_power_crystal (op, tmp); /* see egoitem.c */
2517 return 1;
2518
2519 case LIGHTER: /* for lighting torches/lanterns/etc */
2520 if (op->type == PLAYER)
2521 {
2522 apply_lighter (op, tmp); 2850 apply_lighter (who, op);
2523 return 1; 2851 return 1;
2524 } 2852 }
2525 else 2853 else
2526 {
2527 return 0; 2854 return 0;
2528 }
2529 2855
2530 case ITEM_TRANSFORMER: 2856 case ITEM_TRANSFORMER:
2531 apply_item_transformer (op, tmp); 2857 apply_item_transformer (who, op);
2532 return 1; 2858 return 1;
2533 2859
2534 default: 2860 default:
2535 return 0; 2861 return 0;
2536 } 2862 }
2537} 2863}
2538
2539 2864
2540/* 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"
2541 * 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
2542 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2543 * 2868 *
2544 * Same return value as apply() function. 2869 * Same return value as apply() function.
2545 */ 2870 */
2546int 2871int
2547player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2548{ 2873{
2549 int tmp;
2550
2551 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2552 { 2875 {
2553 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2554 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2555 { 2878 {
2556 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.>");
2557 return 0; 2882 return 0;
2558 } 2883 }
2559 } 2884 }
2560 2885
2561 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2562 * applied.
2563 */
2564 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2565 {
2566 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2567 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2568 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2569 op->destroy ();
2570 return 1;
2571 }
2572
2573 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2574 2887
2575 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2576 if (!quiet) 2890 if (!quiet)
2577 { 2891 {
2578 if (tmp == 0) 2892 if (tmp == 0)
2579 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)));
2580 else if (tmp == 2) 2894 else if (tmp == 2)
2581 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2895 pl->failmsg ("You must get it first!\n");
2582 } 2896 }
2897
2583 return tmp; 2898 return tmp;
2584} 2899}
2585 2900
2586/** 2901/**
2587 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2588 * 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
2589 * we use the ground. 2904 * we use the ground.
2590 */ 2905 */
2591
2592void 2906void
2593player_apply_below (object *pl) 2907player_apply_below (object *pl)
2594{ 2908{
2595 int floors = 0; 2909 int floors = 0;
2596 2910
2600 * 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
2601 * 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
2602 * 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
2603 * not return a proper value. 2917 * not return a proper value.
2604 */ 2918 */
2605 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)
2606 { 2920 {
2607 next = tmp->below; 2921 next = tmp->below;
2608 2922
2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2610 floors++; 2924 floors++;
2615 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2616 * 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
2617 * the item needs. 2931 * the item needs.
2618 */ 2932 */
2619 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2620 {
2621 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2622 return; 2935 return;
2623 } 2936
2624 if (floors >= 2) 2937 if (floors >= 2)
2625 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2626 } 2939 }
2627} 2940}
2628 2941
2633 * 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.
2634 */ 2947 */
2635static int 2948static int
2636unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2637{ 2950{
2638 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)))
2639 return RESULT_INT (0); 2953 return RESULT_INT (0);
2640 2954
2641 object *tmp2;
2642
2643 CLEAR_FLAG (op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2644 2956
2645 switch (op->type) 2957 switch (op->type)
2646 { 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
2647 case WEAPON: 2973 case WEAPON:
2648 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 }
2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2649 2982
2650 change_abil (who, op); 2983 change_abil (who, op);
2651 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2985 break;
2652 2986
2987 case SKILL:
2653 if (who->contr) 2988 if (who->contr)
2654 { 2989 {
2655 if (who->contr->combat_ob == op) 2990 if (IS_COMBAT_SKILL (op->subtype))
2656 who->contr->combat_ob = 0; 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);
2657 2994
2658 if (who->current_weapon == op) 2995 if (op->invisible)
2659 who->current_weapon = 0; 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)));
2660 } 2999 }
2661 3000
2662 clear_skill (who);
2663 break;
2664
2665 case SKILL: /* allows objects to impart skills */
2666 case SKILL_TOOL:
2667 if (op != who->chosen_skill)
2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr)
2671 {
2672 if (!op->invisible)
2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2674 else
2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2676 }
2677
2678 change_abil (who, op); 3001 change_abil (who, op);
2679 who->chosen_skill = 0;
2680 CLEAR_FLAG (who, FLAG_READY_SKILL); 3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
2681 break; 3003 break;
2682 3004
2683 case ARMOUR: 3005 case ARMOUR:
2684 case HELMET: 3006 case HELMET:
2688 case GLOVES: 3010 case GLOVES:
2689 case AMULET: 3011 case AMULET:
2690 case GIRDLE: 3012 case GIRDLE:
2691 case BRACERS: 3013 case BRACERS:
2692 case CLOAK: 3014 case CLOAK:
2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
2694 change_abil (who, op); 3016 change_abil (who, op);
2695 break; 3017 break;
2696
2697 case LAMP:
2698 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2699 tmp2 = arch_to_object (op->other_arch);
2700 tmp2->x = op->x;
2701 tmp2->y = op->y;
2702 tmp2->map = op->map;
2703 tmp2->below = op->below;
2704 tmp2->above = op->above;
2705 tmp2->stats.food = op->stats.food;
2706 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2707
2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2709 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2710
2711 if (who->contr)
2712 esrv_del_item (who->contr, op->count);
2713
2714 op->destroy ();
2715 insert_ob_in_ob (tmp2, who);
2716 who->update_stats ();
2717
2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2719 {
2720 if (who->contr)
2721 {
2722 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2724 }
2725 }
2726
2727 if (who->contr)
2728 esrv_send_item (who, tmp2);
2729
2730 return 1; /* otherwise, an attempt to drop causes problems */
2731 3018
2732 case BOW: 3019 case BOW:
2733 case WAND: 3020 case WAND:
2734 case ROD: 3021 case ROD:
2735 case HORN: 3022 case HORN:
2736 clear_skill (who);
2737
2738 if (who->contr) 3023 if (player *pl = who->contr)
2739 { 3024 {
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3025 if (op == pl->ranged_ob)
2741 3026 {
2742 if (who->contr->ranged_ob == op)
2743 who->contr->ranged_ob = 0; 3027 pl->ranged_ob = 0;
3028 who->change_weapon (pl->combat_ob);
3029 }
2744 3030
2745 if (who->current_weapon == op) 3031 who->statusmsg (format ("You unready %s.", query_name (op)));
2746 who->current_weapon = 0;
2747 } 3032 }
2748 else 3033 else
2749 { 3034 {
3035 who->change_skill (0);
3036
2750 if (op->type == BOW) 3037 if (op->type == BOW)
2751 CLEAR_FLAG (who, FLAG_READY_BOW); 3038 CLEAR_FLAG (who, FLAG_READY_BOW);
2752 else 3039 else
2753 CLEAR_FLAG (who, FLAG_READY_RANGE); 3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
2754 } 3041 }
2755 3042
2756 break; 3043 break;
2757 3044
2758 case BUILDER: 3045 case BUILDER:
2759 if (who->contr) 3046 if (who->contr)
2760 { 3047 who->statusmsg (format ("You unready %s.", query_name (op)));
2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2762
2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2766 break; 3048 break;
2767 3049
2768 default: 3050 default:
2769 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
2770 break; 3052 break;
2771 } 3053 }
2772 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
2773 who->update_stats (); 3059 who->update_stats ();
2774
2775 if (!(aflags & AP_NO_MERGE))
2776 {
2777 object *tmp;
2778
2779 tmp = merge_ob (op, NULL);
2780
2781 if (who->contr)
2782 {
2783 if (tmp)
2784 { /* it was merged */
2785 esrv_del_item (who->contr, op->count);
2786 op = tmp;
2787 }
2788
2789 esrv_send_item (who, op);
2790 }
2791 }
2792 3060
2793 return 0; 3061 return 0;
2794} 3062}
2795 3063
2796/** 3064/**
2797 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
2798 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
2799 * 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
2800 * something like: 3068 * something like:
2801 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
2802 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2803 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
2804 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
2805 * 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.
2806 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
2807 * invisible other objects that use 3075 * invisible other objects that use
2808 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
2809 */ 3077 */
2810object * 3078static object *
2811get_item_from_body_location (object *start, int loc) 3079get_next_item_from_body_location (int loc, object *start)
2812{ 3080{
2813 object *tmp;
2814
2815 if (!start)
2816 return NULL;
2817
2818 for (tmp = start; tmp; tmp = tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
2819 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 3082 if (tmp->flag [FLAG_APPLIED]
3083 && tmp->slot[loc].info
3084 && (!tmp->invisible || tmp->type == SKILL))
2820 return tmp; 3085 return tmp;
2821 3086
2822 return NULL; 3087 return 0;
2823} 3088}
2824 3089
2825/** 3090/**
2826 * '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.
2827 * This should only be called when it is known 3092 * This should only be called when it is known
2831 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
2832 * 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
2833 * 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
2834 * another function that does just that. 3099 * another function that does just that.
2835 */ 3100 */
2836int 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
2837unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2838{ 3109{
2839 if (op->is_range ()) 3110 if (op->is_range ())
2840 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2841 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2842 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)))
2843 { 3114 {
2844 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
2845 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3116 who->failmsg (query_name (tmp));
2846 else 3117 else
2847 unapply_special (who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
2848 } 3119 }
2849 else 3120 else
2850 { 3121 {
2851 /* 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.
2852 * 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
2853 * at least generate the message. 3124 * at least generate the message.
2854 */ 3125 */
2855 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %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)));
2856 return 1; 3127 return 1;
2857 } 3128 }
2858 3129
2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2860 { 3131 {
2866 /* 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
2867 * to free up enough slots. 3138 * to free up enough slots.
2868 */ 3139 */
2869 while ((who->slot[i].used + op->slot[i].info) < 0) 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
2870 { 3141 {
2871 object *tmp = get_item_from_body_location (last, i); 3142 object *tmp = get_next_item_from_body_location (i, last);
2872 3143
2873 if (!tmp) 3144 if (!tmp)
2874 { 3145 {
2875#if 0 3146#if 0
2876 /* 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
2883 3154
2884 /* 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 */
2885 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))))
2886 { 3157 {
2887 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
2888 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3159 who->failmsg (query_name (tmp));
2889 else 3160 else
2890 unapply_special (who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
2891 } 3162 }
2892 else 3163 else
2893 { 3164 {
2894 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
2895 * 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,
2896 * 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
2897 * one cursed ring.) 3168 * one cursed ring.)
2898 */ 3169 */
2899 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)));
2900 } 3171 }
2901 3172
2902 last = tmp->below; 3173 last = tmp->below;
2903 } 3174 }
2904 /* 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
2914 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
2915 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
2916 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
2917 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
2918 * 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
2919 * 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?)
2920 * 3191 *
2921 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
2922 * these return values. 3193 * these return values.
2923 */ 3194 */
2924int 3195int
2933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2934 { 3205 {
2935 if (op->slot[i].info) 3206 if (op->slot[i].info)
2936 { 3207 {
2937 /* Item uses more slots than we have */ 3208 /* Item uses more slots than we have */
2938 if (abs (op->slot[i].info) > who->slot[i].info) 3209 if (who->slot[i].info + op->slot [i].info < 0)
2939 { 3210 {
2940 /* Could return now for efficiency - rest of info below isn't 3211 /* Could return now for efficiency - rest of info below isn't
2941 * really needed. 3212 * really needed.
2942 */ 3213 */
2943 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
2944 } 3215 }
2945 else if ((who->slot[i].used + op->slot[i].info) < 0) 3216 else if (who->slot[i].used + op->slot[i].info < 0)
2946 { 3217 {
2947 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
2948 * we have. 3219 * we have.
2949 */ 3220 */
2950 3221
2951 /* 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
2952 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
2953 * 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
2954 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
2955 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
2956 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
2957 * may be two handed for example. 3228 * may be two handed for example.
2958 */ 3229 */
2959 if (ws) 3230 if (ws)
2960 {
2961 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2962 { 3232 {
2963 retval |= CAN_APPLY_UNAPPLY; 3233 retval |= CAN_APPLY_UNAPPLY;
2964 continue; 3234 continue;
2965 } 3235 }
2966 }
2967 3236
2968 object *tmp1 = get_item_from_body_location (who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2969 if (!tmp1) 3238 if (!tmp1)
2970 { 3239 {
2971#if 0 3240#if 0
2972 /* 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
2973 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
2981 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
2982 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
2983 * to apply multiple objects 3252 * to apply multiple objects
2984 */ 3253 */
2985 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3255
2986 if (!tmp) 3256 if (!tmp)
2987 tmp = tmp1; 3257 tmp = tmp1;
2988 else if (tmp != tmp1) 3258 else if (tmp != tmp1)
2989 retval |= CAN_APPLY_UNAPPLY_MULT; 3259 retval |= CAN_APPLY_UNAPPLY_MULT;
2990 3260
3052 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3053 * 3323 *
3054 * Optional flags: 3324 * Optional flags:
3055 * 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
3056 * 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
3057 * 3328 *
3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3059 * 3330 *
3060 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3061 */ 3332 */
3333
3334#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336
3062int 3337int
3063apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3064{ 3339{
3065 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3066 object *tmp, *tmp2, *skop = NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3081 if (basic_flag == AP_APPLY) 3356 if (basic_flag == AP_APPLY)
3082 return 0; 3357 return 0;
3083 3358
3084 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)))
3085 { 3360 {
3086 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)));
3087 return 1; 3362 return 1;
3088 } 3363 }
3089 3364
3090 return unapply_special (who, op, aflags); 3365 return unapply_special (who, op, aflags);
3091 } 3366 }
3092
3093 if (basic_flag == AP_UNAPPLY) 3367 else if (basic_flag == AP_UNAPPLY)
3094 return 0; 3368 return 0;
3369
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);
3095 3380
3096 /* 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 */
3097 if (int i = can_apply_object (who, op)) 3382 if (int i = can_apply_object (who, op))
3098 { 3383 {
3099 if (i & CAN_APPLY_NEVER) 3384 if (i & CAN_APPLY_NEVER)
3100 { 3385 {
3101 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)));
3102 return 1; 3387 return 1;
3103 } 3388 }
3104 else if (i & CAN_APPLY_RESTRICTION) 3389 else if (i & CAN_APPLY_RESTRICTION)
3105 { 3390 {
3106 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 ));
3107 return 1; 3396 return 1;
3108 } 3397 }
3109 3398
3110 if (who->type != PLAYER) 3399 if (who->type != PLAYER)
3111 { 3400 {
3115 } 3404 }
3116 else 3405 else
3117 { 3406 {
3118 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))
3119 { 3408 {
3120 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:");
3121 unapply_for_ob (who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3122 return 1; 3411 return 1;
3123 } 3412 }
3124 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))
3125 if (unapply_for_ob (who, op, aflags)) 3414 if (unapply_for_ob (who, op, aflags))
3131 { 3420 {
3132 skop = find_skill_by_name (who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3133 3422
3134 if (!skop) 3423 if (!skop)
3135 { 3424 {
3136 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));
3137 return 1; 3426 return 1;
3138 } 3427 }
3139 else 3428 else
3140 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3141 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3142 */ 3431 */
3143 change_skill (who, skop, 0); 3432 who->change_skill (skop);
3144 }
3145
3146 if (who->type == PLAYER
3147 && op->item_power
3148 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3149 { 3433 }
3150 new_draw_info (NDI_UNIQUE, 0, who, 3434
3435 if (!check_item_power (who, op->item_power))
3436 {
3151 "Equipping that combined with other items would consume your soul! " 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3152 "[use the skills command to check your available item power]");
3153 return 1; 3438 return 1;
3154 } 3439 }
3155 3440
3156 /* 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.
3157 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3158 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3159 */ 3444 */
3160 if (op->nrof > 1) 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3161 tmp = get_split_ob (op, op->nrof - 1);
3162 else
3163 tmp = 0;
3164 3446
3165 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)))
3166 return RESULT_INT (0); 3448 return RESULT_INT (0);
3167 3449
3168 switch (op->type) 3450 switch (op->type)
3169 { 3451 {
3170 case WEAPON: 3452 case WEAPON:
3171 if (!check_weapon_power (who, op->last_eat))
3172 {
3173 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.");
3174 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3175
3176 if (tmp)
3177 insert_ob_in_ob (tmp, who);
3178
3179 return 1;
3180 }
3181
3182 //TODO: this obviously fails for players using a shorter prefix 3453 //TODO: this obviously fails for players using a shorter prefix
3183 // i.e. "R" can use Ragnarok's sword. 3454 // i.e. "R" can use Ragnarok's sword.
3184 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3455 if (op->level && !op->name.starts_with (who->name))
3185 { 3456 {
3186 /* 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. */
3187 /* (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) */
3188 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.>");
3189 3460
3190 if (tmp) 3461 if (tmp)
3191 insert_ob_in_ob (tmp, who); 3462 insert_ob_in_ob (tmp, who);
3192 3463
3193 return 1; 3464 return 1;
3194 } 3465 }
3195 3466
3196 if (!skop) 3467 if (!skop)
3197 { 3468 {
3198 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3199 return 1; 3470 return 1;
3200 } 3471 }
3201 3472
3202 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3203 change_skill (who, skop, 1); 3474 who->change_skill (skop);
3204 3475
3205 if (who->contr) 3476 if (who->contr)
3206 {
3207 who->contr->combat_ob = op; 3477 who->change_weapon (who->contr->combat_ob = op);
3208 who->current_weapon = op;
3209 }
3210 3478
3211 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3480
3212 SET_FLAG (who, FLAG_READY_WEAPON); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3213
3214 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3215
3216 change_abil (who, op); 3482 change_abil (who, op);
3217 break; 3483 break;
3218 3484
3219 case ARMOUR: 3485 case ARMOUR:
3220 case HELMET: 3486 case HELMET:
3225 case BRACERS: 3491 case BRACERS:
3226 case CLOAK: 3492 case CLOAK:
3227 case RING: 3493 case RING:
3228 case AMULET: 3494 case AMULET:
3229 SET_FLAG (op, FLAG_APPLIED); 3495 SET_FLAG (op, FLAG_APPLIED);
3230 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3231 change_abil (who, op); 3497 change_abil (who, op);
3232 break; 3498 break;
3233 3499
3234 case LAMP: 3500 case SKILL_TOOL:
3235 if (op->stats.food < 1) 3501 // applying a skill tool also readies the skill
3502 SET_FLAG (op, FLAG_APPLIED);
3503
3504 if (!(aflags & AP_NO_READY))
3236 { 3505 {
3237 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);
3238 return 1; 3507 if (!skop->flag [FLAG_APPLIED])
3508 apply_special (who, skop, AP_APPLY);
3239 } 3509 }
3510 break;
3240 3511
3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3242 tmp2 = arch_to_object (op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG (tmp2, FLAG_APPLIED);
3245
3246 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3247 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3248
3249 insert_ob_in_ob (tmp2, who);
3250
3251 /* Remove the old lantern */
3252 if (who->type == PLAYER)
3253 esrv_del_item (who->contr, op->count);
3254
3255 op->destroy ();
3256
3257 /* insert the portion that was split off */
3258 if (tmp)
3259 {
3260 insert_ob_in_ob (tmp, who);
3261 if (who->type == PLAYER)
3262 esrv_send_item (who, tmp);
3263 }
3264
3265 who->update_stats ();
3266
3267 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3268 if (who->type == PLAYER)
3269 {
3270 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3271 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3272 }
3273
3274 if (who->type == PLAYER)
3275 esrv_send_item (who, tmp2);
3276
3277 return 0;
3278
3279 /* this part is needed for skill-tools */
3280 case SKILL: 3512 case SKILL:
3281 case SKILL_TOOL:
3282 if (who->chosen_skill)
3283 {
3284 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3285 return 1;
3286 }
3287
3288 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3289 { 3514 {
3290 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3291 { 3516 {
3292 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3293 { 3518 {
3294 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3295 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3296 { 3521 {
3297 pl->combat_ob = who->current_weapon = item; 3522 if (item->skill == op->skill)
3523 {
3524 who->change_weapon (pl->combat_ob = item);
3298 goto found_weapon; 3525 goto found_weapon;
3526 }
3299 } 3527 }
3300 3528
3529 who->failmsg (format (
3301 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 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 ));
3302 return 1; 3534 return 1;
3303 3535
3304 found_weapon:; 3536 found_weapon:;
3305 } 3537 }
3306 else 3538 else
3307 {
3308 pl->combat_ob = op; 3539 who->change_weapon (pl->combat_ob = op);
3309 op->current_weapon = 0;
3310 }
3311 } 3540 }
3312 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3313 { 3542 {
3314 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3315 { 3544 {
3316 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3317 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3318 { 3547 {
3319 pl->ranged_ob = who->current_weapon = item; 3548 //TODO: bows should/must all have skill missile weapon right now
3549 who->change_weapon (pl->ranged_ob = item);
3320 goto found_bow; 3550 goto found_bow;
3321 } 3551 }
3322 3552
3553 who->failmsg (
3323 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 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 );
3324 return 1; 3557 return 1;
3325 3558
3326 found_bow:; 3559 found_bow:;
3327 } 3560 }
3328 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3329 {
3330 for (object *item = who->inv; item; item = item->below)
3331 if (item->flag [FLAG_APPLIED]
3332 && (item->type == WAND || item->type == ROD || item->type == HORN))
3333 {
3334 pl->ranged_ob = who->current_weapon = item;
3335 goto found_item;
3336 }
3337
3338 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3339 return 1;
3340
3341 found_item:;
3342 }
3343 else 3561 else
3344 {
3345 pl->ranged_ob = op; 3562 who->change_weapon (pl->ranged_ob = op);
3346 op->current_weapon = 0;
3347 }
3348 } 3563 }
3349 3564
3350 if (!op->invisible) 3565 if (!op->invisible)
3351 { 3566 {
3352 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3567 who->statusmsg (format (
3353 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3568 "You ready %s."
3569 "You can now use the skill: %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3354 } 3573 }
3355 else 3574 else
3356 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3357 } 3576 }
3358 3577 else
3578 {
3359 SET_FLAG (op, FLAG_APPLIED); 3579 SET_FLAG (op, FLAG_APPLIED);
3360 change_abil (who, op); 3580 change_abil (who, op);
3361 who->chosen_skill = op; 3581 who->chosen_skill = op;
3362 SET_FLAG (who, FLAG_READY_SKILL); 3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3363 break; 3585 break;
3364 3586
3365 case BOW: 3587 case BOW:
3366 if (!check_weapon_power (who, op->last_eat)) 3588 if (op->level && !op->name.starts_with (who->name))
3367 { 3589 {
3368 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3590 who->failmsg ("The weapon does not recognize you as its owner. "
3369 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3591 "H<Its name indicates that it belongs to somebody else.>");
3370
3371 if (tmp)
3372 insert_ob_in_ob (tmp, who);
3373
3374 return 1;
3375 }
3376
3377 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3378 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3380 if (tmp) 3592 if (tmp)
3381 insert_ob_in_ob (tmp, who); 3593 insert_ob_in_ob (tmp, who);
3382 3594
3383 return 1; 3595 return 1;
3384 } 3596 }
3389 case HORN: 3601 case HORN:
3390 /* check for skill, alter player status */ 3602 /* check for skill, alter player status */
3391 3603
3392 if (!skop) 3604 if (!skop)
3393 { 3605 {
3394 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3606 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3395 return 1; 3607 return 1;
3396 } 3608 }
3397 3609
3398 SET_FLAG (op, FLAG_APPLIED); 3610 SET_FLAG (op, FLAG_APPLIED);
3399 change_skill (who, skop, 0); 3611 who->change_skill (skop);
3400 3612
3401 if (who->contr) 3613 if (who->contr)
3402 { 3614 {
3403 who->contr->ranged_ob = op; 3615 who->contr->ranged_ob = op;
3404 3616
3405 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3617 who->statusmsg (format ("You ready %s.", query_name (op)));
3406 3618
3407 if (op->type == BOW) 3619 if (op->type == BOW)
3408 { 3620 {
3409 who->current_weapon = op; 3621 who->current_weapon = op;
3410 change_abil (who, op); 3622 change_abil (who, op);
3411 new_draw_info_format (NDI_UNIQUE, 0, who,
3412 "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)));
3413 } 3624 }
3414 } 3625 }
3415 else 3626 else
3416 { 3627 {
3417 if (op->type == BOW) 3628 if (op->type == BOW)
3423 break; 3634 break;
3424 3635
3425 case BUILDER: 3636 case BUILDER:
3426 if (who->type == PLAYER) 3637 if (who->type == PLAYER)
3427 { 3638 {
3639 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3428 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3640 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3429 unapply_special (who, who->contr->ranged_ob, 0); 3641 unapply_special (who, who->contr->ranged_ob, 0);
3430 3642
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3643 who->statusmsg (format ("You ready your %s.", query_name (op)));
3432 3644
3433 who->contr->ranged_ob = op; 3645 who->contr->ranged_ob = op;
3434 } 3646 }
3435 break; 3647 break;
3436 3648
3437 default: 3649 default:
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3650 who->statusmsg (format ("You apply %s.", query_name (op)));
3439 } /* end of switch op->type */ 3651 }
3440 3652
3441 SET_FLAG (op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3442 3654
3443 if (tmp) 3655 if (tmp)
3444 tmp = insert_ob_in_ob (tmp, who); 3656 who->insert (tmp);
3445 3657
3446 who->update_stats (); 3658 who->update_stats ();
3447 3659
3448 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3449 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3451 */ 3663 */
3452 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)
3453 SET_FLAG (op, FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3454 3666
3455 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3456 {
3457 if (who->type == PLAYER) 3668 if (who->type == PLAYER)
3458 { 3669 {
3459 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 );
3460 SET_FLAG (op, FLAG_KNOWN_CURSED); 3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3461 } 3675 }
3462 }
3463 3676
3464 if (who->type == PLAYER) 3677 if (object *pl = op->visible_to ())
3465 {
3466 /* if multiple objects were applied, update both slots */
3467 if (tmp)
3468 esrv_send_item (who, tmp);
3469
3470 esrv_send_item (who, op); 3678 esrv_send_item (pl, op);
3471 }
3472 3679
3473 return 0; 3680 return 0;
3474}
3475
3476int
3477monster_apply_special (object *who, object *op, int aflags)
3478{
3479 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3480 return 1;
3481 return apply_special (who, op, aflags);
3482} 3681}
3483 3682
3484/** 3683/**
3485 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3486 * 3685 *
3489int 3688int
3490auto_apply (object *op) 3689auto_apply (object *op)
3491{ 3690{
3492 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3493 int i; 3692 int i;
3693
3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3494 3695
3495 switch (op->type) 3696 switch (op->type)
3496 { 3697 {
3497 case SHOP_FLOOR: 3698 case SHOP_FLOOR:
3498 if (!op->has_random_items ()) 3699 if (!op->has_random_items ())
3500 3701
3501 do 3702 do
3502 { 3703 {
3503 i = 10; /* let's give it 10 tries */ 3704 i = 10; /* let's give it 10 tries */
3504 while ((tmp = generate_treasure (op->randomitems, 3705 while ((tmp = generate_treasure (op->randomitems,
3505 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
3506 if (tmp == NULL) 3711 if (tmp == NULL)
3507 return 0; 3712 return 0;
3713
3508 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3509 { 3715 {
3510 tmp->destroy (); 3716 tmp->destroy ();
3511 tmp = NULL; 3717 tmp = NULL;
3512 } 3718 }
3515 3721
3516 tmp->x = op->x; 3722 tmp->x = op->x;
3517 tmp->y = op->y; 3723 tmp->y = op->y;
3518 SET_FLAG (tmp, FLAG_UNPAID); 3724 SET_FLAG (tmp, FLAG_UNPAID);
3519 insert_ob_in_map (tmp, op->map, NULL, 0); 3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3520 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3521 identify (tmp); 3726 identify (tmp);
3522 break; 3727 break;
3523 3728
3524 case TREASURE: 3729 case TREASURE:
3525 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3532 /* 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,
3533 * 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
3534 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3535 * that is put inside other objects. 3740 * that is put inside other objects.
3536 */ 3741 */
3537 for (tmp = op->inv; tmp; tmp = tmp2)
3538 {
3539 tmp2 = tmp->below;
3540 tmp->remove ();
3541
3542 if (op->env) 3742 if (op->env)
3543 insert_ob_in_ob (tmp, op->env); 3743 while (op->inv)
3544 else 3744 op->env->insert (op->inv);
3545 tmp->destroy ();
3546 }
3547 3745
3548 op->destroy (); 3746 op->destroy ();
3549 break; 3747 break;
3550 } 3748 }
3551 return tmp ? 1 : 0; 3749
3750 return !!tmp;
3552} 3751}
3553 3752
3554/** 3753/**
3555 * 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
3556 * is loaded or swapped in and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3570 3769
3571 if (tmp->inv) 3770 if (tmp->inv)
3572 { 3771 {
3573 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3574 3773
3575 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3576 { 3775 {
3577 invnext = invtmp->below; 3776 invnext = invtmp->below;
3578 3777
3579 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3580 auto_apply (invtmp); 3779 auto_apply (invtmp);
3581 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3582 { 3781 {
3583 while ((invtmp->stats.hp--) > 0) 3782 while (invtmp->stats.hp-- > 0)
3584 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3585 3784
3586 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3587 } 3786 }
3588 else if (invtmp && invtmp->arch 3787 else if (invtmp && invtmp->arch
3593 * treasure again for this object 3792 * treasure again for this object
3594 */ 3793 */
3595 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3596 } 3795 }
3597 } 3796 }
3797
3598 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3599 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3600 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3601 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3602 * MSW 2004-05-13 3802 * MSW 2004-05-13
3606 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3607 */ 3807 */
3608 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3609 || 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)
3610 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3611
3612 } 3811 }
3613 3812
3614 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3615 auto_apply (tmp); 3814 auto_apply (tmp);
3616 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 ())
3649 } 3848 }
3650 3849
3651 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3652 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3653 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3654 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3655} 3854}
3656 3855
3657/** 3856/**
3658 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3659 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3660 * 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
3661 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3662 */ 3861 */
3663
3664void 3862void
3665eat_special_food (object *who, object *food) 3863eat_special_food (object *who, object *food)
3666{ 3864{
3667 object *force; 3865 object *force;
3668 int i, did_one = 0; 3866 int i, did_one = 0;
3669 sint8 k;
3670 3867
3671 force = get_archetype (FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3672 3871
3673 for (i = 0; i < NUM_STATS; i++)
3674 {
3675 k = get_attr_value (&food->stats, i);
3676 if (k)
3677 {
3678 set_attr_value (&force->stats, i, k);
3679 did_one = 1;
3680 }
3681 }
3682
3683 /* check if we can protect the eater */
3684 for (i = 0; i < NROFATTACKS; i++)
3685 {
3686 if (food->resist[i] > 0)
3687 {
3688 force->resist[i] = food->resist[i] / 2;
3689 did_one = 1;
3690 }
3691 }
3692
3693 if (did_one)
3694 {
3695 force->set_speed (0.1);
3696 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3697 force->duration = food->stats.food / 5; 3873 int duration = TIME2TICK (food->stats.food);
3698 SET_FLAG (force, FLAG_APPLIED); 3874
3699 change_abil (who, force); 3875 if (force = who->force_find (key))
3700 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;
3701 } 3886 }
3702 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
3703 force->destroy (); 3918 force->destroy ();
3919 }
3704 3920
3705 /* check for hp, sp change */ 3921 /* check for hp, sp change */
3706 if (food->stats.hp != 0) 3922 if (food->stats.hp != 0)
3707 { 3923 {
3708 if (QUERY_FLAG (food, FLAG_CURSED)) 3924 if (QUERY_FLAG (food, FLAG_CURSED))
3709 { 3925 {
3710 assign (who->contr->killer, food->name); 3926 who->contr->killer = food;
3711 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3928 who->failmsg ("Eck!...that was poisonous!");
3713 } 3929 }
3714 else 3930 else
3715 { 3931 {
3716 if (food->stats.hp > 0) 3932 if (food->stats.hp > 0)
3717 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3933 who->statusmsg ("You begin to feel better.");
3718 else 3934 else
3719 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3935 who->failmsg ("Eck!...that was poisonous!");
3936
3720 who->stats.hp += food->stats.hp; 3937 who->stats.hp += food->stats.hp;
3721 } 3938 }
3722 } 3939 }
3940
3723 if (food->stats.sp != 0) 3941 if (food->stats.sp != 0)
3724 { 3942 {
3725 if (QUERY_FLAG (food, FLAG_CURSED)) 3943 if (QUERY_FLAG (food, FLAG_CURSED))
3726 { 3944 {
3727 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3945 who->failmsg ("You are drained of mana!");
3728 who->stats.sp -= food->stats.sp; 3946 who->stats.sp -= food->stats.sp;
3729 if (who->stats.sp < 0) 3947 if (who->stats.sp < 0)
3730 who->stats.sp = 0; 3948 who->stats.sp = 0;
3731 } 3949 }
3732 else 3950 else
3733 { 3951 {
3734 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3952 who->statusmsg ("You feel a rush of magical energy!");
3735 who->stats.sp += food->stats.sp; 3953 who->stats.sp += food->stats.sp;
3736 /* place limit on max sp from food? */ 3954 /* place limit on max sp from food? */
3737 } 3955 }
3738 } 3956 }
3957
3739 who->update_stats (); 3958 who->update_stats ();
3740}
3741
3742/**
3743 * Designed primarily to light torches/lanterns/etc.
3744 * Also burns up burnable material too. First object in the inventory is
3745 * the selected object to "burn". -b.t.
3746 */
3747void
3748apply_lighter (object *who, object *lighter)
3749{
3750 object *item;
3751 int is_player_env = 0;
3752
3753 item = find_marked_object (who);
3754 if (item)
3755 {
3756 if (lighter->last_eat && lighter->stats.food)
3757 { /* lighter gets used up */
3758 /* Split multiple lighters if they're being used up. Otherwise *
3759 * one charge from each would be used up. --DAMN */
3760 if (lighter->nrof > 1)
3761 {
3762 object *oneLighter = lighter->clone ();
3763
3764 lighter->nrof -= 1;
3765 oneLighter->nrof = 1;
3766 oneLighter->stats.food--;
3767 esrv_send_item (who, lighter);
3768 oneLighter = insert_ob_in_ob (oneLighter, who);
3769 esrv_send_item (who, oneLighter);
3770 }
3771 else
3772 lighter->stats.food--;
3773 }
3774 else if (lighter->last_eat)
3775 { /* no charges left in lighter */
3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3777 return;
3778 }
3779
3780 /* Perhaps we should split what we are trying to light on fire?
3781 * I can't see many times when you would want to light multiple
3782 * objects at once.
3783 */
3784
3785 if (who == item->in_player ())
3786 is_player_env = 1;
3787
3788 save_throw_object (item, AT_FIRE, who);
3789
3790 if (item->destroyed ())
3791 {
3792 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3793 /* Need to update the player so that the players glow radius
3794 * gets changed.
3795 */
3796 if (is_player_env)
3797 who->update_stats ();
3798 }
3799 else
3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3801 }
3802 else /* nothing to light */
3803 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3804
3805}
3806
3807/**
3808 * op made some mistake with a scroll, this takes care of punishment.
3809 * scroll_failure()- hacked directly from spell_failure
3810 */
3811void
3812scroll_failure (object *op, int failure, int power)
3813{
3814 if (abs (failure / 4) > power)
3815 power = abs (failure / 4); /* set minimum effect */
3816
3817 if (failure <= -1 && failure > -15)
3818 { /* wonder */
3819 object *tmp;
3820
3821 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3822 tmp = get_archetype (SPELL_WONDER);
3823 cast_wonder (op, op, 0, tmp);
3824 tmp->destroy ();
3825 }
3826 else if (failure <= -15 && failure > -35)
3827 { /* drain mana */
3828 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3829 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3830 if (op->stats.sp < 0)
3831 op->stats.sp = 0;
3832 }
3833 else if (settings.spell_failure_effects == TRUE)
3834 {
3835 if (failure <= -35 && failure > -60)
3836 { /* confusion */
3837 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3838 confuse_player (op, op, power);
3839 }
3840 else if (failure <= -60 && failure > -70)
3841 { /* paralysis */
3842 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3843 paralyze_player (op, op, power);
3844 }
3845 else if (failure <= -70 && failure > -80)
3846 { /* blind */
3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3848 blind_player (op, op, power);
3849 }
3850 else if (failure <= -80)
3851 { /* blast the immediate area */
3852 object *tmp;
3853
3854 tmp = get_archetype (LOOSE_MANA);
3855 cast_magic_storm (op, tmp, power);
3856 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3857 tmp->destroy ();
3858 }
3859 }
3860} 3959}
3861 3960
3862void 3961void
3863apply_changes_to_player (object *pl, object *change) 3962apply_changes_to_player (object *pl, object *change)
3864{ 3963{
3881 */ 3980 */
3882 int i, j; 3981 int i, j;
3883 3982
3884 for (i = 0; i < NUM_STATS; i++) 3983 for (i = 0; i < NUM_STATS; i++)
3885 { 3984 {
3886 sint8 stat = get_attr_value (stats, i); 3985 int race_bonus = pl->arch->stats.stat (i);
3887 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3986 sint8 stat = stats->stat (i) + ns->stat (i);
3888 3987
3889 stat += get_attr_value (ns, i);
3890 if (stat > 20 + race_bonus) 3988 if (stat > 20 + race_bonus)
3891 { 3989 {
3892 excess_stat++; 3990 excess_stat++;
3893 stat = 20 + race_bonus; 3991 stat = 20 + race_bonus;
3894 } 3992 }
3895 set_attr_value (stats, i, stat); 3993
3994 stats->stat (i) = stat;
3896 } 3995 }
3897 3996
3898 for (j = 0; excess_stat > 0 && j < 100; j++) 3997 for (j = 0; excess_stat > 0 && j < 100; j++)
3899 { /* try 100 times to assign excess stats */ 3998 { /* try 100 times to assign excess stats */
3900 int i = rndm (0, 6); 3999 int i = rndm (0, 6);
3901 int stat = get_attr_value (stats, i);
3902 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3903 4000
3904 if (i == CHA) 4001 if (i == CHA)
3905 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);
3906 if (stat < 20 + race_bonus) 4006 if (stat < 20 + race_bonus)
3907 { 4007 {
3908 change_attr_value (stats, i, 1); 4008 change_attr_value (stats, i, 1);
3909 excess_stat--; 4009 excess_stat--;
3910 } 4010 }
3911 } 4011 }
3912 4012
3913 /* insert the randomitems from the change's treasurelist into 4013 /* insert the randomitems from the change's treasurelist into
3914 * the player ref: player.c 4014 * the player ref: player.c
3915 */ 4015 */
3916 if (change->randomitems != NULL) 4016 if (change->randomitems)
3917 give_initial_items (pl, change->randomitems); 4017 give_initial_items (pl, change->randomitems);
3918
3919 4018
3920 /* set up the face, for some races. */ 4019 /* set up the face, for some races. */
3921 4020
3922 /* first, look for the force object banning 4021 /* first, look for the force object banning
3923 * changing the face. Certain races never change face with class. 4022 * changing the face. Certain races never change face with class.
3924 */ 4023 */
3925 for (walk = pl->inv; walk != NULL; walk = walk->below) 4024 for (walk = pl->inv; walk; walk = walk->below)
3926 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4025 if (walk->name == shstr_NOCLASSFACECHANGE)
3927 flag_change_face = 0; 4026 flag_change_face = 0;
3928 4027
3929 if (flag_change_face) 4028 if (flag_change_face)
3930 { 4029 {
3931 pl->animation_id = GET_ANIM_ID (change);
3932 pl->face = change->face; 4030 pl->face = change->face;
3933 4031 pl->animation_id = change->animation_id;
3934 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3935 SET_FLAG (pl, FLAG_ANIMATE);
3936 else
3937 CLEAR_FLAG (pl, FLAG_ANIMATE);
3938 } 4033 }
3939 4034
3940 /* check the special case of can't use weapons */ 4035 /* check the special case of can't use weapons */
3941 /*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); */
3942 if (!strcmp (change->name, "monk")) 4037 if (change->name == shstr_monk)
3943 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3944 4039
3945 break; 4040 break;
3946 } 4041 }
3947 } 4042 }
3948} 4043}
3949 4044
3950/**
3951 * This handles items of type 'transformer'.
3952 * Basically those items, used with a marked item, transform both items into something
3953 * else.
3954 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3955 * Change information is contained in the 'slaying' field of the marked item.
3956 * The format is as follow: transformer:[number ]yield[;transformer:...].
3957 * This way an item can be transformed in many things, and/or many objects.
3958 * The 'slaying' field for transformer is used as verb for the action.
3959 */
3960void
3961apply_item_transformer (object *pl, object *transformer)
3962{
3963 object *marked;
3964 object *new_item;
3965 char *find;
3966 char *separator;
3967 int yield;
3968 char got[MAX_BUF];
3969 int len;
3970
3971 if (!pl || !transformer)
3972 return;
3973 marked = find_marked_object (pl);
3974 if (!marked)
3975 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3977 return;
3978 }
3979 if (!marked->slaying)
3980 {
3981 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3982 return;
3983 }
3984 /* check whether they are compatible or not */
3985 find = strstr (marked->slaying, transformer->arch->name);
3986 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3987 {
3988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3989 return;
3990 }
3991 find += strlen (transformer->arch->name) + 1;
3992 /* Item can be used, now find how many and what it yields */
3993 if (isdigit (*(find)))
3994 {
3995 yield = atoi (find);
3996 if (yield < 1)
3997 {
3998 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3999 yield = 1;
4000 }
4001 }
4002 else
4003 yield = 1;
4004
4005 while (isdigit (*find))
4006 find++;
4007 while (*find == ' ')
4008 find++;
4009 memset (got, 0, MAX_BUF);
4010 if ((separator = strchr (find, ';')) != NULL)
4011 {
4012 len = separator - find;
4013 }
4014 else
4015 {
4016 len = strlen (find);
4017 }
4018 if (len > MAX_BUF - 1)
4019 len = MAX_BUF - 1;
4020 strcpy (got, find);
4021 got[len] = '\0';
4022
4023 /* Now create new item, remove used ones when required. */
4024 new_item = get_archetype (got);
4025 if (!new_item)
4026 {
4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4028 return;
4029 }
4030
4031 new_item->nrof = yield;
4032 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4033 insert_ob_in_ob (new_item, pl);
4034 esrv_send_inventory (pl, pl);
4035 /* Eat up one item */
4036 decrease_ob_nr (marked, 1);
4037 /* Eat one transformer if needed */
4038 if (transformer->stats.food)
4039 if (--transformer->stats.food == 0)
4040 decrease_ob_nr (transformer, 1);
4041}

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