ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.111 by root, Sun Jul 1 05:00:19 2007 UTC vs.
Revision 1.239 by root, Mon Apr 5 17:28:11 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
25 26
26#include <global.h> 27#include <global.h>
28#include <spells.h> 29#include <spells.h>
29#include <skills.h> 30#include <skills.h>
30#include <tod.h> 31#include <tod.h>
31 32
32#include <sproto.h> 33#include <sproto.h>
33
34/* Want this regardless of rplay. */
35#include <sounds.h>
36 34
37/** 35/**
38 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
39 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
40 */ 38 */
53 * subtype 5: arch or race 51 * subtype 5: arch or race
54 * subtype 7: all three 52 * subtype 7: all three
55 */ 53 */
56 if (op->subtype) 54 if (op->subtype)
57 { 55 {
58 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
61 } 59 }
62 else 60 else
63 { 61 {
64 arch_flag = 1; 62 arch_flag = 1;
65 name_flag = 1; 63 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
93 */ 91 */
94static int 92static int
95apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
96{ 94{
97 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 int success = 0;
99 96
100 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
101 return 0; 98 return 0;
102 99
103 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
104 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
105 */ 102 */
106 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
107 return 0; 104 return 0;
108 105
109 marked = find_marked_object (pl);
110 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
111 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
112 */ 108 */
109 if (object *marked = find_marked_object (pl))
113 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
114 { 111 {
115 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
116 { 113 {
117 identify (marked); 114 identify (marked);
118 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 117 if (marked->msg)
120 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
122 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
123 } 121 }
124 return money == NULL;
125 } 122 }
126 }
127 123
128 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
129 { 125 {
130 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
131 { 127 {
132 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
133 { 129 {
134 identify (id); 130 identify (id);
135 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg) 133 if (id->msg)
137 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
138 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
139 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
140 }
141 success = 1;
142 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
143 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
144 break; 138 break;
145 } 139 }
146 else 140 else
147 { 141 {
148 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
149 break; 143 break;
150 } 144 }
151 } 145 }
152 } 146 }
153 if (!success) 147
154 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
155 return money == NULL; 153 return !money;
156} 154}
157 155
158/** 156/**
159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
160 * matching item. 158 * matching item.
161 **/ 159 **/
162static void 160void
163handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
164{ 162{
165 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 165}
186 166
187/** 167/**
188 * Handles applying a potion. 168 * Handles applying a potion.
189 */ 169 */
190int 170int
191apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
192{ 172{
193 int got_one = 0, i; 173 int got_one = 0, i;
194 object *force = 0, *floor = 0; 174 object *force = 0;
195 175
196 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 177
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 179 {
200 if (op->type == PLAYER)
201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
202 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0; 183 return 0;
204 } 184 }
205 185
206 if (op->type == PLAYER) 186 if (op->type == PLAYER)
217 197
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 199 {
220 op->drain_stat (); 200 op->drain_stat ();
221 op->update_stats (); 201 op->update_stats ();
222 decrease_ob (tmp); 202 tmp->decrease ();
223 return 1; 203 return 1;
224 } 204 }
225 205
226 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
227 { 207 {
228 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 209 return 0;
230 } 210 }
211
231 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
232 213
233 if (depl) 214 if (depl)
234 { 215 {
235 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
236 if (depl->stats.stat (i)) 217 if (depl->stats.stat (i))
237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
238 219
239 depl->destroy (); 220 depl->destroy ();
240 op->update_stats (); 221 op->update_stats ();
241 } 222 }
242 else 223 else
243 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
244 225
245 decrease_ob (tmp); 226 tmp->decrease ();
246 return 1; 227 return 1;
247 } 228 }
248 229
249 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
250 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 232 {
252 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
253 { 234 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 236 {
256 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
257 { 238 {
258 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
259 break; 240 break;
260 } 241 }
242
261 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
262 { 244 {
263 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
264 break; 246 break;
265 } 247 }
248
266 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
267 { 250 {
268 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
269 break; 252 break;
270 } 253 }
274 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
275 { 258 {
276 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
277 break; 260 break;
278 } 261 }
262
279 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
280 { 264 {
281 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
282 break; 266 break;
283 } 267 }
268
284 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
285 { 270 {
286 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
287 break; 272 break;
288 } 273 }
289 } 274 }
290 } 275 }
291 276
292 /* Just makes checking easier */ 277 /* Just makes checking easier */
293 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
294 got_one = 1; 279 got_one = 1;
295 280
296 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
297 { 282 {
298 if (got_one) 283 if (got_one)
299 { 284 {
300 op->update_stats (); 285 op->update_stats ();
301 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
302 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
304 } 289 }
305 else 290 else
306 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
307 } 292 }
308 else 293 else
309 { /* cursed potion */ 294 { /* cursed potion */
310 if (got_one) 295 if (got_one)
311 { 296 {
312 op->update_stats (); 297 op->update_stats ();
313 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
314 } 299 }
315 else 300 else
316 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
317 } 302 }
318 303
319 decrease_ob (tmp); 304 tmp->decrease ();
320 return 1; 305 return 1;
321 } 306 }
322 307
323 308
324 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
328 */ 313 */
329 if (tmp->inv) 314 if (tmp->inv)
330 { 315 {
331 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
332 { 317 {
333 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
334 319 create_exploding_ball_at (op, op->level);
335 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
336 /* Explodes a fireball centered at player */
337 fball = get_archetype (EXPLODING_FIREBALL);
338 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
339 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
340 fball->x = op->x;
341 fball->y = op->y;
342 insert_ob_in_map (fball, op->map, NULL, 0);
343 } 320 }
344 else 321 else
345 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
346 323
347 decrease_ob (tmp); 324 tmp->decrease ();
325
348 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
349 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
350 op->update_stats (); 328 op->update_stats ();
329
351 return 1; 330 return 1;
352 } 331 }
353 332
354 /* Deal with protection potions */ 333 /* Deal with protection potions */
355 force = NULL; 334 force = NULL;
357 { 336 {
358 if (tmp->resist[i]) 337 if (tmp->resist[i])
359 { 338 {
360 if (!force) 339 if (!force)
361 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
362 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
363 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
364 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
365 } 345 }
366 } 346 }
347
367 /* This is a protection potion */ 348 /* This is a protection potion */
368 if (force) 349 if (force)
369 { 350 {
370 /* cursed items last longer */ 351 /* cursed items last longer */
371 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
379 force->speed_left = -1; 360 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 364 change_abil (op, force);
384 decrease_ob (tmp); 365 tmp->decrease ();
385 return 1; 366 return 1;
386 } 367 }
387 368
388 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 370 if (op->type == PLAYER)
390 { /* only for players */ 371 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 376 else
394 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
395 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
397 } 381 }
398 382
399 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 386 * up all the stats.
403 */ 387 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 389 op->update_stats ();
406 decrease_ob (tmp); 390 tmp->decrease ();
407 return 1; 391 return 1;
408} 392}
409 393
410/**************************************************************************** 394/****************************************************************************
411 * Weapon improvement code follows 395 * Weapon improvement code follows
412 ****************************************************************************/ 396 ****************************************************************************/
413 397
414/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
415 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
416 */ 415 */
417static int 416static int
418check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
419{ 418{
420 int count = 0; 419 int count = 0;
421 420
422 421 if (!item)
423 if (item == NULL)
424 return 0; 422 return 0;
425 423
426 op = op->below; 424 for (op = op->below; op; op = op->below)
427 while (op != NULL)
428 {
429 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* 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; 428 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 429
444 return count; 430 return count;
445} 431}
446 432
447/** 433/**
449 * op is typically the player, which is only 435 * op is typically the player, which is only
450 * really used to determine what space to look at. 436 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
452 */ 438 */
453static void 439static void
454eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 441{
456 object *prev; 442 object *prev;
457 443
458 prev = op; 444 prev = op;
459 op = op->below; 445 op = op->below;
460 446
461 while (op != NULL) 447 while (op)
462 { 448 {
463 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
464 { 450 {
465 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
466 { 452 {
467 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
468 return; 454 return;
469 } 455 }
470 else 456 else
471 { 457 {
472 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
473 nrof -= op->nrof; 459 nrof -= op->nrof;
474 } 460 }
461
475 op = prev; 462 op = prev;
476 } 463 }
464
477 prev = op; 465 prev = op;
478 op = op->below; 466 op = op->below;
479 } 467 }
480} 468}
481 469
482/** 470/**
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. 471 * 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. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 473 */
538static int 474static int
539check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
540{ 476{
541 int count = 0; 477 int count = 0;
542 478
543 if (improver->slaying != NULL) 479 if (improver->slaying)
544 { 480 {
545 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
546 if (count < 1) 482 if (count < 1)
547 { 483 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 485 return 0;
553 } 486 }
554 } 487 }
555 else 488 else
556 count = 1; 489 count = 1;
559} 492}
560 493
561/** 494/**
562 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
563 */ 496 */
564int 497static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 499{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 500 stat += sacrifice_count;
570 weapon->last_eat++; 501 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
572 decrease_ob (improver);
573 503
574 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
575 op->update_stats (); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
576 return 1; 513 return 1;
577} 514}
578 515
579/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 521#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 523#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 526#define IMPROVE_INT 10
590#define IMPROVE_POW 11 527#define IMPROVE_POW 11
591
592 528
593/** 529/**
594 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
596 */ 532 */
597 533static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
600{ 535{
601 int sacrifice_count, i; 536 int sacrifice_count, i;
602 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
603 538
604 if (weapon->level != 0) 539 if (weapon->level != 0)
605 { 540 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
607 return 0; 542 return 0;
608 } 543 }
544
609 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 546 if (weapon->resist[i])
611 break; 547 break;
612 548
613 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
620 { 556 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
622 return 0; 560 return 0;
623 } 561 }
562
624 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
626 return 0; 565 return 0;
566
627 weapon->level = isqrt (sacrifice_count); 567 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); 568 eat_item (op, improver->slaying, sacrifice_count);
630 569
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
632 575
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 579 slot at once! */
637 decrease_ob (improver); 580 improver->decrease ();
638 weapon->last_eat = 0; 581 weapon->last_eat = 0;
639 return 1; 582 return 1;
640} 583}
641
642 584
643/** 585/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 587 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
649 * 591 *
650 * We are hiding extra information about the weapon in the level and 592 * 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 ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
653 */ 595 */
654int 596static int
655improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
656{ 598{
657 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
658 600
659 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
662 } 603
663 if (weapon->level == 0) 604 if (weapon->level == 0)
664 { 605 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 609 return 0;
667 } 610 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 614 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 616 return 0;
672 } 617 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
674 { 621 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 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"); 623 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
678 return 0; 625 return 0;
679 } 626 }
627
680 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* 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, 629 * 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 630 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 631 * weapon can be improved.
684 */ 632 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 634 {
687 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 636 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); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 638 weapon->last_eat++;
691 639
692 weapon->item_power++; 640 weapon->item_power++;
693 decrease_ob (improver); 641 improver->decrease ();
694 return 1; 642 return 1;
695 } 643 }
644
696 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 646 {
698 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 649 if (weapon->weight < 1)
701 weapon->weight = 1; 650 weapon->weight = 1;
651
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 653 weapon->last_eat++;
704 weapon->item_power++; 654 weapon->item_power++;
705 decrease_ob (improver); 655 improver->decrease ();
706 return 1; 656 return 1;
707 } 657 }
658
708 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 660 {
710 weapon->magic++; 661 weapon->magic++;
711 weapon->last_eat++; 662 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 664 improver->decrease ();
714 weapon->item_power++; 665 weapon->item_power++;
715 return 1; 666 return 1;
716 } 667 }
717 668
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
724 675
725 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
727 { 678 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 680 return 0;
730 } 681 }
682
731 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 684 weapon->item_power++;
733 685
734 switch (improver->stats.sp) 686 switch (improver->stats.sp)
735 { 687 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 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"); 689 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"); 690 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"); 691 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"); 692 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"); 693 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"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 695 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
752 } 697 }
698
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 700 return 0;
755} 701}
756 702
757/** 703/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
761 */ 707 */
762int 708static int
763check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
764{ 710{
765 object *otmp; 711 object *otmp;
766 712
767 if (op->type != PLAYER) 713 if (op->type != PLAYER)
768 return 0; 714 return 0;
769 715
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 717 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 719 return 0;
774 } 720 }
775 721
776 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
777 if (!otmp) 724 if (!otmp)
778 { 725 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 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; 727 return 0;
781 } 728 }
782 729
783 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 731 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 733 return 0;
787 } 734 }
788 735
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 736 op->statusmsg ("Applied weapon builder.");
737
790 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
792 return 1; 740 return 1;
793} 741}
794 742
812 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 761 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 763 * changing of physical area right now.
816 */ 764 */
817int 765static int
818improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
819{ 767{
820 object *tmp; 768 object *tmp;
821 769
822 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
823 { 771 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 773 return 0;
826 } 774 }
775
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* 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. 777 * 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 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 779 * of gnarg and what not?)
831 */ 780 */
832 if (armour->title) 781 if (armour->title)
833 { 782 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 784 return 0;
836 } 785 }
837 786
838 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
840 */ 789 */
841 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 791
846 armour->magic++; 792 armour->magic++;
847 793
848 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
849 { 795 {
886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
887 833
888 if (op->type == PLAYER) 834 if (op->type == PLAYER)
889 { 835 {
890 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 839 op->update_stats ();
893 } 840 }
894 decrease_ob (improver); 841
842 improver->decrease ();
843
895 if (tmp) 844 if (tmp)
896 { 845 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 846
898 esrv_send_item (op, tmp);
899 }
900 return 1; 847 return 1;
901} 848}
902
903 849
904/* 850/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * 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. 852 * what the converter wants, -1 if the converter is broken.
907 */ 853 *
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. 854 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
917 */ 858 */
918int 859int
919convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
920{ 861{
921 int nr = 0; 862 sint64 nr = 0, price_in;
922 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
923 871
924 /* We make some assumptions - we assume if it takes money as it type, 872 /* 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 873 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
927 */ 875 */
928 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
929 { 877 {
930 int cost;
931
932 if (item->type != MONEY) 878 if (item->type != MONEY)
933 return 0; 879 return 0;
934 880
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 882 if (!nr)
937 return 0; 883 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 884
939 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 886
941 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
943 890
944 price_in = cost * item->value; 891 price_in = cost * item->value;
945 } 892 }
946 else 893 else
947 { 894 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 895 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
950 return 0; 898 return 0;
951 899
952 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
953 { 903 {
954 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
957 } 907 }
958 else 908 else
959 { 909 {
960 price_in = item->value; 910 price_in = item->value;
961 item->destroy (); 911 item->destroy ();
962 } 912 }
963 } 913 }
964 914
965 if (converter->inv != NULL) 915 if (converter->inv)
966 { 916 {
967 object *ob; 917 object *ob;
968 int i; 918 int i;
969 object *ob_to_copy; 919 object *ob_to_copy;
970 920
971 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 925 ob_to_copy = ob;
978 } 926
979 } 927 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 930 }
984 else 931 else
985 { 932 {
986 if (converter->other_arch == NULL) 933 if (!conv_to)
987 { 934 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 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); 936 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 937 return -1;
991 } 938 }
992 939
993 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 942 }
996 943
997 if (CONV_NR (converter)) 944 if (give)
998 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
999 if (nr) 947 if (nr)
1000 item->nrof *= nr; 948 item->nrof *= nr;
1001 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1003 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 962 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 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); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 965 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1010 * probably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1011 */ 968 */
1012 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 977 return 1;
1015} 978}
1016 979
1017/** 980/**
1018 * Handle apply on containers. 981 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1022 */ 985 */
1023int 986static int
1024apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1025{ 988{
1026 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 990 return 0; /* This might change */
1028 991
1034 997
1035 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1036 999
1037 if (sack->env && sack->env != op) 1000 if (sack->env && sack->env != op)
1038 { 1001 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1003 return 1;
1041 } 1004 }
1042 1005
1043 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1045 { 1008 {
1046 if (op->container == sack) 1009 if (op->container_ () == sack)
1047 { 1010 {
1048 // open on ground or inv, so close 1011 // open on ground or inv, so close
1049 op->close_container (); 1012 op->close_container ();
1050 return 1; 1013 return 1;
1051 } 1014 }
1052 else if (!sack->env) 1015 else if (!sack->env)
1053 { 1016 {
1054 // active, but not ours: some other player has opened it 1017 // 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)); 1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1019 return 1;
1057 } 1020 }
1058 1021
1059 // fall through to opening it (active in inv) 1022 // fall through to opening it (active in inv)
1060 } 1023 }
1062 { 1025 {
1063 // it is in our env, so activate it, do not open yet 1026 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1027 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1028 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1031 return 1;
1069 } 1032 }
1070 1033
1071 // it's locked? 1034 // it's locked?
1072 if (sack->slaying) 1035 if (sack->slaying)
1073 { 1036 {
1074 if (object *tmp = find_key (op, op, sack)) 1037 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)); 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1039 else
1077 { 1040 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1042 return 1;
1080 } 1043 }
1081 } 1044 }
1082 1045
1083 op->open_container (sack); 1046 op->open_container (sack);
1094{ 1057{
1095 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1060 return 0;
1098 1061
1099 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1100 { 1063 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1104 */ 1067 */
1105 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1106 { 1069 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1073 * old maps.
1111 */ 1074 */
1112 1075
1113/* push_button (altar);*/ 1076/* push_button (altar);*/
1114 } 1077 }
1115 else 1078 else
1116 { 1079 {
1117 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1118 push_button (altar); 1081 push_button (altar, originator);
1119 } 1082 }
1120 1083
1121 return !sacrifice; 1084 return !sacrifice;
1122 } 1085 }
1123 else 1086 else
1138 double opinion; 1101 double opinion;
1139 object *tmp, *next; 1102 object *tmp, *next;
1140 1103
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1105
1143 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1144 { 1118 {
1145 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1147 * the shop. 1121 * the shop.
1148 */ 1122 */
1152 1126
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1128 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1130
1131 if (i >= 0)
1157 tmp->remove (); 1132 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 } 1133 }
1167 } 1134 }
1168 1135
1169 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1175 */ 1142 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1144 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* 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); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1147
1182 if (i != -1) 1148 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1150
1185 return 0; 1151 return 0;
1186 } 1152 }
1153
1187 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1189 */ 1156 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1158 }
1192 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1193 { 1160 {
1194 /* this is only used for players */ 1161 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1197 if (shop_mat->msg) 1171 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1173 /* 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 1174 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1175 * actually the shop floor.
1202 */ 1176 */
1203 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1204 { 1178 {
1205 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1206 1180
1207 if (opinion > 0.9) 1181 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1186 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1187 }
1216 } 1188 }
1217 else 1189 else
1218 { 1190 {
1219 /* if we get here, a player tried to leave a shop but was not able 1191 /* 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 1192 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1193 * they are not on the mat anymore
1222 */ 1194 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1196
1225 if (i == -1) 1197 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1199 else
1230 { 1200 {
1231 op->remove (); 1201 op->remove ();
1232 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1243 * Handles applying a sign. 1213 * Handles applying a sign.
1244 */ 1214 */
1245static void 1215static void
1246apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1247{ 1217{
1248 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1249 1220
1250 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1251 { 1222 {
1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1253 return; 1224 return;
1254 } 1225 }
1255 1226
1227 if (!sign->msg)
1228 {
1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1233 return;
1234 }
1235
1256 if (sign->stats.food) 1236 if (sign->stats.food)
1257 { 1237 {
1258 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1259 { 1239 {
1260 if (!sign->move_on) 1240 if (!sign->move_on)
1261 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1262 return; 1243 return;
1263 } 1244 }
1264 1245
1265 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1266 sign->last_eat++; 1247 sign->last_eat++;
1271 * move_on is zero, it needs to be manually applied (doesn't talk 1252 * move_on is zero, it needs to be manually applied (doesn't talk
1272 * to us). 1253 * to us).
1273 */ 1254 */
1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1275 { 1256 {
1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1277 return; 1258 return;
1278 } 1259 }
1279 1260
1280 if (op->contr) 1261 if (op->contr)
1281 if (client *ns = op->contr->ns) 1262 if (client *ns = op->contr->ns)
1282 { 1263 {
1283 msgType = get_readable_message_type (sign); 1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1284 1268
1285 if (ns->can_msg) 1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1290 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 } 1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1294} 1303}
1295 1304
1296/** 1305/**
1297 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1298 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1312 return; 1321 return;
1313 1322
1314 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1315 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1316 */ 1325 */
1317 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1318 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1319 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1320 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1321 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1322 */ 1331 */
1329 1338
1330 recursion_depth++; 1339 recursion_depth++;
1331 if (trap->head) 1340 if (trap->head)
1332 trap = trap->head; 1341 trap = trap->head;
1333 1342
1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1335 goto leave;
1336
1337 switch (trap->type) 1344 switch (trap->type)
1338 { 1345 {
1339 case PLAYERMOVER: 1346 case PLAYERMOVER:
1340 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1341 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1342 if (!trap->stats.maxsp) 1420 if (!trap->value)
1343 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1344 1423
1345 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1346 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1347 */ 1439 */
1348 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1349 1441
1350 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1351 * above with some objects have zero speed, and thus the player 1443 {
1352 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1353 */ 1453 }
1354 if (victim->speed_left < -50.f) 1454 break;
1355 victim->speed_left = -50.f;
1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1357 } 1455 }
1358 goto leave;
1359 1456
1360 case SPINNER: 1457 case CONVERTER:
1361 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1362 {
1363 victim->direction = absdir (victim->direction - trap->stats.sp);
1364 update_turn_face (victim);
1365 }
1366 goto leave;
1367
1368 case DIRECTOR:
1369 if (victim->direction && !should_director_abort (trap, victim))
1370 {
1371 victim->direction = trap->stats.sp;
1372 update_turn_face (victim);
1373 }
1374 goto leave;
1375
1376 case BUTTON:
1377 case PEDESTAL:
1378 update_button (trap);
1379 goto leave;
1380
1381 case ALTAR:
1382 /* sacrifice victim on trap */
1383 apply_altar (trap, victim, originator);
1384 goto leave;
1385
1386 case THROWN_OBJ:
1387 if (trap->inv == NULL)
1388 goto leave;
1389 /* fallthrough */
1390
1391 case ARROW:
1392 /* bad bug: monster throw a object, make a step forwards, step on object ,
1393 * trigger this here and get hit by own missile - and will be own enemy.
1394 * Victim then is his own enemy and will start to kill herself (this is
1395 * removed) but we have not synced victim and his missile. To avoid senseless
1396 * action, we avoid hits here
1397 */
1398 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1399 hit_with_arrow (trap, victim);
1400 goto leave;
1401
1402 case SPELL_EFFECT:
1403 apply_spell_effect (trap, victim);
1404 goto leave;
1405
1406 case TRAPDOOR:
1407 {
1408 int max, sound_was_played;
1409 object *ab, *ab_next;
1410
1411 if (!trap->value)
1412 { 1459 {
1413 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1414 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1415 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1416 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1417 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1418
1419 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1420 goto leave;
1421
1422 SET_ANIMATION (trap, trap->value);
1423 update_object (trap, UP_OBJ_FACE);
1424 } 1462 }
1425 1463
1426 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1427 { 1486 {
1428 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1429 * ab->above would be bogus 1488 * players output.
1430 */ 1489 */
1431 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1432 1492
1433 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1434 { 1494 victim->enter_exit (trap);
1435 if (!sound_was_played)
1436 {
1437 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1438 sound_was_played = 1;
1439 }
1440 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1441 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1442 }
1443 } 1495 }
1444 goto leave; 1496 break;
1445 }
1446 1497
1447
1448 case CONVERTER:
1449 if (convert_item (victim, trap) < 0)
1450 {
1451 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1452 get_archetype ("burnout")->insert_at (trap, trap);
1453 }
1454
1455 goto leave;
1456
1457 case TRIGGER_BUTTON:
1458 case TRIGGER_PEDESTAL:
1459 case TRIGGER_ALTAR:
1460 check_trigger (trap, victim);
1461 goto leave;
1462
1463 case DEEP_SWAMP:
1464 walk_on_deep_swamp (trap, victim);
1465 goto leave;
1466
1467 case CHECK_INV:
1468 check_inv (victim, trap);
1469 goto leave;
1470
1471 case HOLE:
1472 /* Hole not open? */
1473 if (trap->stats.wc > 0)
1474 goto leave;
1475
1476 /* Is this a multipart monster and not the head? If so, return.
1477 * Processing will happen if the head runs into the pit
1478 */
1479 if (victim->head)
1480 goto leave;
1481
1482 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1483 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1484 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1494 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1495
1496 victim->enter_exit (trap);
1497 }
1498 goto leave;
1499
1500 case ENCOUNTER: 1498 case ENCOUNTER:
1501 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1502 goto leave; 1500 break;
1503 1501
1504 case SHOP_MAT: 1502 case SHOP_MAT:
1505 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1506 goto leave; 1504 break;
1507 1505
1508 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1509 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1510 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1511 goto leave; 1509 break;
1512 1510
1513 case SIGN: 1511 case SIGN:
1514 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1515 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1516 1514
1517 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1518 goto leave; 1516 break;
1519 1517
1520 case CONTAINER: 1518 case CONTAINER:
1521 apply_container (victim, trap); 1519 apply_container (victim, trap);
1522 goto leave; 1520 break;
1523 1521
1524 case RUNE: 1522 case RUNE:
1525 case TRAP: 1523 case TRAP:
1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1527 {
1528 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1529 } 1526 break;
1530 goto leave;
1531 1527
1532 default: 1528 default:
1533 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1535 goto leave; 1531 break;
1536 } 1532 }
1537 1533
1538leave:
1539 recursion_depth--; 1534 recursion_depth--;
1540} 1535}
1541 1536
1542/** 1537/**
1543 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1548 int lev_diff; 1543 int lev_diff;
1549 object *skill_ob; 1544 object *skill_ob;
1550 1545
1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1552 { 1547 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1554 return; 1549 return;
1555 } 1550 }
1551
1556 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1557 { 1553 {
1558 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1559 return; 1555 return;
1560 } 1556 }
1561 1557
1562 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1563 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1564 if (!skill_ob) 1560 if (!skill_ob)
1565 { 1561 {
1566 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1567 return; 1563 return;
1568 } 1564 }
1565
1569 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1571 { 1568 {
1572 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1578 else if (lev_diff < 8)
1579 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1580 else if (lev_diff < 15)
1581 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1582 else
1583 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1584 return; 1575 return;
1585 } 1576 }
1586 1577
1578 // we currently don't use the message types for anything.
1587 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1588 1580
1589 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1590 msgType->message_type, msgType->message_subtype, 1582
1591 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1583 if (player *pl = op->contr)
1592 long_desc (tmp, op), &tmp->msg); 1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1593 1586
1594 /* gain xp from reading */ 1587 /* gain xp from reading */
1595 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1596 { /* only if not read before */ 1589 { /* only if not read before */
1597 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1599 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1600 { 1593 {
1601 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1602 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1603 1596
1604 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1605 if (tmp->env)
1606 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1607 else
1608 op->contr->ns->floorbox_update ();
1609 } 1599 }
1610 1600
1611 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1612 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1613 } 1603 }
1614} 1604}
1615 1605
1616/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1617 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1618 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1619 */ 1662 */
1620static void 1663static void
1621apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1622{ 1665{
1623 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1624 { 1667 {
1625 case 0: 1668 case 0:
1626 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1627 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1628 return; 1671 break;
1629 1672
1630 case 1: 1673 case 1:
1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1632 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1633 return; 1677 break;
1634 1678
1635 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1637 decrease_ob (tmp);
1638 return; 1683 break;
1639 } 1684 }
1640} 1685}
1641 1686
1642/** 1687/**
1643 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1663 return; 1708 return;
1664 } 1709 }
1665 return; 1710 return;
1666 } 1711 }
1667 1712
1668 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1669 tmp = spell->clone (); 1715 tmp = spell->clone ();
1670 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1671 1717
1672 if (special_prayer) 1718 if (special_prayer)
1673 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1692 { 1738 {
1693 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1694 return; 1740 return;
1695 } 1741 }
1696 1742
1697 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1698 player_unready_range_ob (op->contr, spob);
1699 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1700 spob->destroy (); 1745 spob->destroy ();
1701} 1746}
1702 1747
1703/** 1748/**
1710{ 1755{
1711 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1712 1757
1713 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1714 { 1759 {
1715 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1716 return; 1761 return;
1717 } 1762 }
1718 1763
1719 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1720 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1721 * legacy spellbooks 1766 * legacy spellbooks
1722 */ 1767 */
1723
1724 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1725 { 1769 {
1726 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1727 if (!spell) 1772 if (!spell)
1728 { 1773 {
1729 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1730 return; 1775 return;
1731 } 1776 }
1732 else 1777 else
1733 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1734 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1735 } 1781 }
1736 1782
1737 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1738 1784
1739 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1740 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1741 if (!skop) 1787 if (!skop)
1742 { 1788 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1744 return; 1790 return;
1745 } 1791 }
1746 1792
1747 spell = tmp->inv; 1793 spell = tmp->inv;
1748 1794
1749 if (!spell) 1795 if (!spell)
1750 { 1796 {
1751 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1752 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1753 return; 1799 return;
1754 } 1800 }
1755 1801
1756 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1757 { 1804 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1759 return; 1807 return;
1760 } 1808 }
1761 1809
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1763 1811
1764 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1765 {
1766 identify (tmp); 1813 identify (tmp);
1767
1768 if (tmp->env)
1769 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1770 else
1771 op->contr->ns->floorbox_update ();
1772 }
1773 1814
1774 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1775 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1776 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1777 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1778 */ 1819 */
1779 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1780 { 1821 {
1781 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1782 return; 1823 return;
1783 } 1824 }
1784 1825
1785 if (spell->skill) 1826 if (spell->skill)
1786 { 1827 {
1787 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1788 1829
1789 if (!spell_skill) 1830 if (!spell_skill)
1790 { 1831 {
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1832 op->failmsg (format ("You lack the %s skill to use this spell.", &spell->skill));
1792 return; 1833 return;
1793 } 1834 }
1794 1835
1795 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1796 { 1837 {
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1798 return; 1839 return;
1799 } 1840 }
1800 } 1841 }
1801 1842
1802 /* Logic as follows 1843 /* Logic as follows
1811 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
1812 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1813 */ 1854 */
1814 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1815 { 1856 {
1816 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1817 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1818 } 1859 }
1819 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1820 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1821 { 1862 {
1822 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1823 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1824 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1825 1865
1826 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1827 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1828 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1829 } 1869 }
1830 else 1870 else
1831 { 1871 {
1832 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1833 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1834 } 1874 }
1835 1875
1836 decrease_ob (tmp); 1876 tmp->decrease ();
1837} 1877}
1838 1878
1839/** 1879/**
1840 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1841 */ 1881 */
1844{ 1884{
1845 object *skop; 1885 object *skop;
1846 1886
1847 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1848 { 1888 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1850 return; 1890 return;
1851 } 1891 }
1852 1892
1853 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1854 { 1894 {
1855 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1856 return; 1896 return;
1857 } 1897 }
1858 1898
1859 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1860 { 1900 {
1866 */ 1906 */
1867 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1868 1908
1869 if (!skop) 1909 if (!skop)
1870 { 1910 {
1871 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1872 return; 1912 return;
1873 } 1913 }
1874 1914
1875 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1876 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1877 } 1917 }
1878 1918
1879 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1880 identify (tmp); 1920 identify (tmp);
1881 1921
1882 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1883 1923
1884 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1885 decrease_ob (tmp); 1925 tmp->decrease ();
1886} 1926}
1887 1927
1888/** 1928/**
1889 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1890 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1891 * chest. 1931 * chest.
1892 */ 1932 */
1893static void 1933static void
1894apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1895{ 1935{
1896 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
1897 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
1898 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
1899 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
1900 * treasure 1940 * treasure
1901 */ 1941 */
1902 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1903 1943
1904 if (!treas) 1944 if (!treas)
1905 { 1945 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1907 decrease_ob (tmp); 1947 tmp->decrease ();
1908 return; 1948 return;
1909 } 1949 }
1910 1950
1911 while (tmp->inv) 1951 while (tmp->inv)
1912 { 1952 {
1913 treas = tmp->inv; 1953 treas = tmp->inv;
1914
1915 treas->remove (); 1954 treas->remove ();
1916 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1917 1955
1918 treas->x = op->x; 1956 treas->x = op->x;
1919 treas->y = op->y; 1957 treas->y = op->y;
1920 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1921 1959
1922 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1923 spring_trap (treas, op); 1961 spring_trap (treas, op);
1924 1962
1925 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1926 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1927 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1928 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1929 */ 1967 */
1930 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1931 break; 1969 break;
1932 } 1970 }
1933 1971
1934 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1935 decrease_ob (tmp); 1973 tmp->decrease (true);
1936
1937}
1938
1939/**
1940 * op eats food.
1941 * If player, takes care of messages and dragon special food.
1942 */
1943static void
1944apply_food (object *op, object *tmp)
1945{
1946 int capacity_remaining;
1947
1948 if (op->type != PLAYER)
1949 op->stats.hp = op->stats.maxhp;
1950 else
1951 {
1952 /* check if this is a dragon (player), eating some flesh */
1953 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1954 ;
1955 else
1956 {
1957 /* usual case - no dragon meal: */
1958 if (op->stats.food + tmp->stats.food > 999)
1959 {
1960 if (tmp->type == FOOD || tmp->type == FLESH)
1961 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1962 else
1963 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1964 }
1965
1966 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1967 {
1968 char buf[MAX_BUF];
1969
1970 if (!is_dragon_pl (op))
1971 {
1972 /* eating message for normal players */
1973 if (tmp->type == DRINK)
1974 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1975 else
1976 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1977 }
1978 else
1979 {
1980 /* eating message for dragon players */
1981 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1982 }
1983
1984 new_draw_info (NDI_UNIQUE, 0, op, buf);
1985 capacity_remaining = 999 - op->stats.food;
1986 op->stats.food += tmp->stats.food;
1987 if (capacity_remaining < tmp->stats.food)
1988 op->stats.hp += capacity_remaining / 50;
1989 else
1990 op->stats.hp += tmp->stats.food / 50;
1991 if (op->stats.hp > op->stats.maxhp)
1992 op->stats.hp = op->stats.maxhp;
1993 if (op->stats.food > 999)
1994 op->stats.food = 999;
1995 }
1996
1997 /* special food hack -b.t. */
1998 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1999 eat_special_food (op, tmp);
2000 }
2001 }
2002 handle_apply_yield (tmp);
2003 decrease_ob (tmp);
2004} 1974}
2005 1975
2006/** 1976/**
2007 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2008 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2011 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2012 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2013 * return: 1983 * return:
2014 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2015 */ 1985 */
2016int 1986static int
2017dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2018{ 1988{
2019 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2020 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2021 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2022 1992
2023 char buf[MAX_BUF]; /* tmp. string buffer */
2024 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2025 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2026 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2027 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2028 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2029 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2030 int i; /* index */ 1999 int i; /* index */
2031 2000
2032 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2033 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2034 return 0; 2003 return 0;
2035 2004
2036 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2037 from the player's inventory */ 2006 from the player's inventory */
2038 shstr_cmp dragon_ability_force ("dragon_ability_force");
2039 shstr_cmp dragon_skin_force ("dragon_skin_force");
2040
2041 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2042 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2043 if (tmp->arch->archname == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2044 skin = tmp; 2010 skin = tmp;
2045 else if (tmp->arch->archname == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2046 abil = tmp; 2012 abil = tmp;
2047 2013
2048 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2049 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2050 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2051 return 0; 2017 return 0;
2052 2018
2053 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2054 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2055 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2056 else 2022 else
2057 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2058 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2059 op->stats.hp = op->stats.maxhp;
2060
2061 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2062 2027
2063 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2064 2029
2065 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2066 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2076 2041
2077 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2078 flesh is too rare */ 2043 flesh is too rare */
2079 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2080 2045
2081 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2082 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2083 2048
2084 if (chance >= 0.) 2049 if (chance >= 0.)
2085 chance += 1.; 2050 chance += 1.;
2086 else 2051 else
2087 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2088 2053
2089 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2090 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2091 2056
2092 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2093 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2094 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2095 2060
2096 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2097 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2098 { 2063 {
2099 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2100 winners++; 2065 winners++;
2101 } 2066 }
2102 2067
2107 } 2072 }
2108 } 2073 }
2109 2074
2110 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2111 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2112 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2113 if (totalchance > 50.) 2080 if (totalchance > 50.)
2114 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2115 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2116 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2117 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2118 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2119 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2120 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2121 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2122 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2123 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2124 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2125 else 2092 else
2126 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2127 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2128 2096
2129 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2130 i = -1; 2098 i = -1;
2131 if (winners > 0) 2099 if (winners > 0)
2132 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2133 2101
2134 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2135 { 2103 {
2136 /* resistance increased! */ 2104 /* resistance increased! */
2137 skin->resist[i]++; 2105 skin->resist[i]++;
2138 op->update_stats (); 2106 op->update_stats ();
2139 2107
2140 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2141 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2142 } 2109 }
2143 2110
2144 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2145 into the ability_force and it will take effect on next level */ 2112 into the ability_force and it will take effect on next level */
2146 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2147 { 2114 {
2148 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2149 2116
2150 if (meal->last_eat != abil->stats.exp) 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2151 { 2123 ));
2152 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2153 new_draw_info (NDI_UNIQUE, 0, op, buf);
2154 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2155 new_draw_info (NDI_UNIQUE, 0, op, buf);
2156 }
2157 else 2124 else
2158 { 2125 {
2159 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2160 new_draw_info (NDI_UNIQUE, 0, op, buf);
2161 abil->last_eat = 0; 2127 abil->last_eat = 0;
2162 } 2128 }
2163 } 2129 }
2130
2164 return 1; 2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2165} 2206}
2166 2207
2167/** 2208/**
2168 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2169 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2171static void 2212static void
2172apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2173{ 2214{
2174 object *armor; 2215 object *armor;
2175 2216
2176 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2177 { 2218 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2179 return; 2220 return;
2180 } 2221 }
2181 2222
2182 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2183 2224
2184 if (!armor) 2225 if (!armor)
2185 { 2226 {
2186 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2187 return; 2228 return;
2188 } 2229 }
2189 2230
2190 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2191 && armor->type != CLOAK 2232 && armor->type != CLOAK
2192 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2193 { 2234 {
2194 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2195 return; 2236 return;
2196 } 2237 }
2197 2238
2198 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2199 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2200} 2241}
2201 2242
2202extern void 2243void
2203apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2204{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2205 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2206 { 2252 {
2207 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2208 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2209 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2210 } 2256 }
2257
2211 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2212 { 2259 {
2213 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2214 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2215 } 2262 }
2263
2216 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2217 handle_apply_yield (tmp); 2265 poison->destroy ();
2218 decrease_ob (tmp);
2219} 2266}
2220 2267
2221/** 2268/**
2222 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2223 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2224 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2225 * -You are
2226 * ° the owner of the exit
2227 * ° or in the same party as the owner
2228 * 2272 *
2229 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2230 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2231 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2232 */ 2276 */
2233int 2277static object *
2234is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2235{ 2279{
2236 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2237 return 1; /*This is not a 2 way, so it is legal */
2238
2239#if 0 //TODO
2240 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2241 return 0; /* This is a reset town portal */
2242#endif
2243
2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2245
2246 if (exitmap)
2247 { 2281 {
2248 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2249
2250 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2251
2252 if (!tmp)
2253 return 0;
2254
2255 for (; tmp; tmp = tmp->above)
2256 { 2283 {
2257 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2258 continue; /*Not an exit */
2259
2260 if (!EXIT_PATH (tmp))
2261 continue; /*Not a valid exit */
2262
2263 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2264 continue; /*Not in the same place */
2265
2266 if (exit->map->path != EXIT_PATH (tmp))
2267 continue; /*Not in the same map */
2268
2269 /* From here we have found the exit is valid. However we do
2270 * here the check of the exit owner. It is important for the
2271 * town portals to prevent strangers from visiting your appartments
2272 */
2273 if (!exit->race)
2274 return 1; /*No owner, free for all! */
2275
2276 object *exit_owner = 0;
2277
2278 for_all_players (pp)
2279 { 2285 {
2280 if (!pp->ob) 2286 lighter = tmp;
2281 continue;
2282
2283 if (pp->ob->name != exit->race)
2284 continue;
2285
2286 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2287 break; 2287 break;
2288 } 2288 }
2289 }
2289 2290
2290 if (!exit_owner) 2291 if (!lighter)
2291 return 0; /* No more owner */ 2292 {
2292 2293 who->failmsg (format (
2293 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2294 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2295 2296 &op->name));
2296 if (exit_owner && /*There is a owner */
2297 (op->contr) && /*A player tries to pass */
2298 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2299 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2300 return 0; 2297 return 0;
2298 }
2299 }
2301 2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2302 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2303 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2304 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2305 2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2306 return 0; 2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
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 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2307} 2613}
2308 2614
2309/** 2615/**
2310 * Main apply handler. 2616 * Main apply handler.
2311 * 2617 *
2314 * Return value: 2620 * Return value:
2315 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2316 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2317 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2318 * 2624 *
2319 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2320 * being applied. 2626 * being applied.
2321 * 2627 *
2322 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2323 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2324 */ 2630 */
2325int 2631static int
2326manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2327{ 2633{
2328 if (tmp->head) 2634 op = op->head_ ();
2329 tmp = tmp->head;
2330 2635
2331 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2332 { 2637 {
2333 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2334 { 2639 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2336 return 1; 2642 return 1;
2337 } 2643 }
2338 else 2644 else
2339 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2340 } 2646 }
2341 2647
2342 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2343 return RESULT_INT (0); 2649 return RESULT_INT (0);
2344 2650
2345 switch (tmp->type) 2651 switch (op->type)
2346 { 2652 {
2347 case CF_HANDLE: 2653 case T_HANDLE:
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2349 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2350 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2351 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2352 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2353 push_button (tmp); 2659 push_button (op, who);
2354 return 1; 2660 return 1;
2355 2661
2356 case TRIGGER: 2662 case TRIGGER:
2357 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2358 { 2664 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2360 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2361 } 2667 }
2362 else 2668 else
2363 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2364 2670
2365 return 1; 2671 return 1;
2366 2672
2367 case EXIT: 2673 case EXIT:
2368 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2369 return 0; 2675 return 0;
2370 2676
2371 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2372 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2678 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)));
2373 else 2679 else
2374 { 2680 {
2375 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2376 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2377 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2378 2684
2379 op->enter_exit (tmp); 2685 who->enter_exit (op);
2380 } 2686 }
2381 2687
2382 return 1; 2688 return 1;
2383 2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2384 case SIGN: 2695 case SIGN:
2385 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2386 return 1; 2697 return 1;
2387 2698
2388 case BOOK: 2699 case BOOK:
2389 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2390 { 2701 {
2391 apply_book (op, tmp); 2702 apply_book (who, op);
2392 return 1; 2703 return 1;
2393 } 2704 }
2394 else 2705 else
2395 return 0; 2706 return 0;
2396 2707
2397 case SKILLSCROLL: 2708 case SKILLSCROLL:
2398 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2399 { 2710 {
2400 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2401 return 1; 2712 return 1;
2402 } 2713 }
2403 else 2714 else
2404 return 0; 2715 return 0;
2405 2716
2406 case SPELLBOOK: 2717 case SPELLBOOK:
2407 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2408 { 2719 {
2409 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2410 return 1; 2721 return 1;
2411 } 2722 }
2412 else 2723 else
2413 return 0; 2724 return 0;
2414 2725
2415 case SCROLL: 2726 case SCROLL:
2416 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2417 return 1; 2728 return 1;
2418 2729
2419 case POTION: 2730 case POTION:
2420 apply_potion (op, tmp); 2731 apply_potion (who, op);
2421 return 1; 2732 return 1;
2422 2733
2423 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2424 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2425 case CLOSE_CON: 2736 case CLOSE_CON:
2426 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2427 return 1; 2738 return 1;
2428 2739
2429 case CONTAINER: 2740 case CONTAINER:
2430 apply_container (op, tmp); 2741 apply_container (who, op);
2431 return 1; 2742 return 1;
2432 2743
2433 case TREASURE: 2744 case TREASURE:
2434 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2435 { 2746 {
2436 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2437 return 1; 2748 return 1;
2438 } 2749 }
2439 else 2750 else
2440 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2441 2757
2442 case WEAPON: 2758 case WEAPON:
2443 case ARMOUR: 2759 case ARMOUR:
2444 case BOOTS: 2760 case BOOTS:
2445 case GLOVES: 2761 case GLOVES:
2452 case CLOAK: 2768 case CLOAK:
2453 case WAND: 2769 case WAND:
2454 case ROD: 2770 case ROD:
2455 case HORN: 2771 case HORN:
2456 case SKILL: 2772 case SKILL:
2773 case SPELL:
2457 case BOW: 2774 case BOW:
2458 case LAMP: 2775 case RANGED:
2459 case BUILDER: 2776 case BUILDER:
2460 case SKILL_TOOL: 2777 case SKILL_TOOL:
2461 if (tmp->env != op) 2778 if (op->env != who)
2462 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2463 2780 else
2464 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2465 return 1; 2783 return 1;
2466 2784
2467 case DRINK: 2785 case DRINK:
2468 case FOOD: 2786 case FOOD:
2469 case FLESH: 2787 case FLESH:
2470 apply_food (op, tmp); 2788 apply_food (who, op);
2471 return 1; 2789 return 1;
2472 2790
2473 case POISON: 2791 case POISON:
2474 apply_poison (op, tmp); 2792 apply_poison (who, op);
2475 return 1; 2793 return 1;
2476 2794
2477 case SAVEBED: 2795 case SAVEBED:
2478 return 1; 2796 return 1;
2479 2797
2480 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2481 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2482 { 2800 {
2483 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2484 return 1; 2802 return 1;
2485 } 2803 }
2486 else 2804 else
2487 return 0; 2805 return 0;
2488 2806
2489 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2490 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2491 return 1; 2809 return 1;
2492 2810
2493 case CLOCK: 2811 case CLOCK:
2494 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2495 { 2813 {
2496 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2497 timeofday_t tod; 2815 timeofday_t tod;
2498 2816
2499 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2500 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2501 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2502 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2503 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2504 new_draw_info (NDI_UNIQUE, 0, op, buf);
2505 return 1; 2824 return 1;
2506 } 2825 }
2507 else 2826 else
2508 return 0; 2827 return 0;
2509 2828
2510 case MENU: 2829 case MENU:
2511 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2512 { 2831 {
2513 shop_listing (tmp, op); 2832 shop_listing (op, who);
2514 return 1; 2833 return 1;
2515 } 2834 }
2516 else 2835 else
2517 return 0; 2836 return 0;
2518 2837
2519 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2520 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2521 return 1; 2840 return 1;
2522 2841
2523 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2524 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2525 { 2844 {
2526 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2527 return 1; 2846 return 1;
2528 } 2847 }
2529 else 2848 else
2530 return 0; 2849 return 0;
2531 2850
2532 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2533 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2534 return 1; 2853 return 1;
2535 2854
2536 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2537 return 0; 2857 return 0;
2538 } 2858 }
2539} 2859}
2540 2860
2541 2861/*
2542/* quiet suppresses the "don't know how to apply" and "you must get it first"
2543 * messages as needed by player_apply_below(). But there can still be
2544 * "but you are floating high above the ground" messages.
2545 *
2546 * Same return value as apply() function. 2862 * Same return value as apply() function.
2547 */ 2863 */
2548int 2864bool
2549player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2550{ 2866{
2551 int tmp;
2552
2553 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2554 { 2868 {
2555 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2556 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2557 { 2871 {
2558 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2559 return 0; 2875 return 0;
2560 } 2876 }
2561 } 2877 }
2562 2878
2563 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2564 2880
2565 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2566 if (!quiet)
2567 {
2568 if (tmp == 0)
2569 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2570 else if (tmp == 2)
2571 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2572 }
2573 return tmp;
2574} 2882}
2575 2883
2576/** 2884/**
2577 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2578 * If the player has an open container, we use that for below, otherwise 2886 * If the player has an open container, we use that for below, otherwise
2589 * we don't use a corrupt pointer for the next object, so we get the 2897 * we don't use a corrupt pointer for the next object, so we get the
2590 * next object in the stack before applying. This is can only be a 2898 * next object in the stack before applying. This is can only be a
2591 * problem if player_apply() has a bug in that it uses the object but does 2899 * problem if player_apply() has a bug in that it uses the object but does
2592 * not return a proper value. 2900 * not return a proper value.
2593 */ 2901 */
2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2594 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2595 { 2905 {
2596 next = tmp->below; 2906 next = tmp->below;
2597 2907
2598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2599 floors++;
2600 else if (floors > 0)
2601 return; /* process only floor objects after first floor object */
2602
2603 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2604 * person moving on it, also activate. Added code to make it
2605 * so that at least one of players movement types be that which
2606 * the item needs.
2607 */ 2909 */
2608 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2609 {
2610 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2611 return; 2912 break;
2612 } 2913
2613 if (floors >= 2) 2914 break;
2614 return; /* process at most two floor objects */
2615 } 2915 }
2616} 2916}
2617 2917
2618/** 2918/**
2619 * Unapplies specified item. 2919 * Unapplies specified item.
2626{ 2926{
2627 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2628 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2629 return RESULT_INT (0); 2929 return RESULT_INT (0);
2630 2930
2631 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2632 2935
2633 switch (op->type) 2936 switch (op->type)
2634 { 2937 {
2635 case SKILL_TOOL: 2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2949 case WEAPON:
2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2951 change_abil (who, op);
2952 who->flag [FLAG_READY_WEAPON] = false;
2953
2636 // unapplying a skill tool should also unapply the skill it governs 2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2637 // but this is hard, as it shouldn't do so when the skill can 2955 // but this is hard, as it shouldn't do so when the skill can
2638 // be used for other reasons 2956 // be used for other reasons
2639 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2640 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2641 && tmp->type == SKILL
2642 && tmp->flag [FLAG_APPLIED]
2643 && !tmp->flag [FLAG_CAN_USE_SKILL])
2644 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2645 2960
2646 change_abil (who, op);
2647 break; 2961 break;
2648 2962
2963 case BOW:
2649 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2650 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2651 if (op == pl->combat_ob)
2652 {
2653 pl->combat_ob = 0;
2654 who->change_weapon (pl->ranged_ob);
2655 }
2656
2657 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2658
2659 change_abil (who, op);
2660 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2661 break;
2662
2663 case SKILL:
2664 if (who->contr)
2665 { 2969 {
2666 if (!op->invisible) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2668 else 2979 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2980 op->flag [FLAG_READY_RANGE] = false;
2670 } 2981 }
2671 2982
2672 change_abil (who, op);
2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break; 2983 break;
2675 2984
2676 case ARMOUR: 2985 case ARMOUR:
2677 case HELMET: 2986 case HELMET:
2678 case SHIELD: 2987 case SHIELD:
2681 case GLOVES: 2990 case GLOVES:
2682 case AMULET: 2991 case AMULET:
2683 case GIRDLE: 2992 case GIRDLE:
2684 case BRACERS: 2993 case BRACERS:
2685 case CLOAK: 2994 case CLOAK:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2687 change_abil (who, op); 2996 change_abil (who, op);
2688 break; 2997 break;
2689 2998
2690 case LAMP: 2999 case SPELL:
2691 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693
2694 object *tmp2 = arch_to_object (op->other_arch);
2695 tmp2->x = op->x;
2696 tmp2->y = op->y;
2697 tmp2->map = op->map;
2698 tmp2->below = op->below;
2699 tmp2->above = op->above;
2700 tmp2->stats.food = op->stats.food;
2701 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2702
2703 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2704 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2705
2706 if (who->contr)
2707 esrv_del_item (who->contr, op->count);
2708
2709 op->destroy ();
2710 insert_ob_in_ob (tmp2, who);
2711 who->update_stats ();
2712
2713 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2714 {
2715 if (who->contr)
2716 {
2717 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2718 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2719 }
2720 }
2721
2722 if (who->contr)
2723 esrv_send_item (who, tmp2);
2724 }
2725
2726 return 1; /* otherwise, an attempt to drop causes problems */
2727
2728 case BOW: 3000 case BUILDER:
2729 case WAND: 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2730 case ROD:
2731 case HORN:
2732 if (player *pl = who->contr)
2733 {
2734 if (op == pl->ranged_ob)
2735 {
2736 pl->ranged_ob = 0;
2737 who->change_weapon (pl->combat_ob);
2738 }
2739
2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2741 }
2742 else
2743 {
2744 who->change_skill (0);
2745
2746 if (op->type == BOW)
2747 CLEAR_FLAG (who, FLAG_READY_BOW);
2748 else
2749 CLEAR_FLAG (who, FLAG_READY_RANGE);
2750 }
2751
2752 break; 3002 break;
2753 3003
2754 case BUILDER: 3004 //case SKILL_TOOL://TODO
2755 if (who->contr) 3005 default:
2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2757 break; 3007 break;
2758
2759 default:
2760 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2761 break;
2762 } 3008 }
3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op);
2763 3013
2764 who->update_stats (); 3014 who->update_stats ();
2765
2766 if (!(aflags & AP_NO_MERGE))
2767 {
2768 object *tmp = merge_ob (op, 0);
2769
2770 if (who->contr)
2771 {
2772 if (tmp)
2773 { /* it was merged */
2774 esrv_del_item (who->contr, op->count);
2775 op = tmp;
2776 }
2777
2778 esrv_send_item (who, op);
2779 }
2780 }
2781 3015
2782 return 0; 3016 return 0;
2783} 3017}
2784 3018
2785/** 3019/**
2799static object * 3033static object *
2800get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2801{ 3035{
2802 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2803 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2804 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2805 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2806 return tmp; 3040 return tmp;
2807 3041
2808 return 0; 3042 return 0;
2809} 3043}
2810 3044
2817 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
2818 * if aflags is AP_PRINT, we instead print out waht to unapply 3052 * if aflags is AP_PRINT, we instead print out waht to unapply
2819 * instead of doing it. This is a lot less code than having 3053 * instead of doing it. This is a lot less code than having
2820 * another function that does just that. 3054 * another function that does just that.
2821 */ 3055 */
2822int 3056
3057#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>"
3061
3062static int
2823unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2824{ 3064{
2825 if (op->is_range ()) 3065 if (op->is_range ())
2826 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2827 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2828 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3068 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2829 { 3069 {
2830 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
2831 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
2832 else 3072 else
2833 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
2834 } 3074 }
2835 else 3075 else
2836 { 3076 {
2837 /* In this case, we want to try and remove a cursed item. 3077 /* In this case, we want to try and remove a cursed item.
2838 * While we know it won't work, we want unapply_special to 3078 * While we know it won't work, we want unapply_special to
2839 * at least generate the message. 3079 * at least generate the message.
2840 */ 3080 */
2841 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2842 return 1; 3082 return 1;
2843 } 3083 }
2844 3084
2845 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2846 { 3086 {
2869 3109
2870 /* If we are just printing, we don't care about cursed status */ 3110 /* If we are just printing, we don't care about cursed status */
2871 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2872 { 3112 {
2873 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
2874 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
2875 else 3115 else
2876 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
2877 } 3117 }
2878 else 3118 else
2879 { 3119 {
2880 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
2881 * Note this could be annoying if this is just one of a few, 3121 * Note this could be annoying if this is just one of a few,
2882 * so it may not be critical (eg, putting on a ring and you have 3122 * so it may not be critical (eg, putting on a ring and you have
2883 * one cursed ring.) 3123 * one cursed ring.)
2884 */ 3124 */
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2886 } 3126 }
2887 3127
2888 last = tmp->below; 3128 last = tmp->below;
2889 } 3129 }
2890 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3130 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2949 continue; 3189 continue;
2950 } 3190 }
2951 3191
2952 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2953 if (!tmp1) 3193 if (!tmp1)
2954 {
2955#if 0
2956 /* This is sort of an error, but happens a lot when old players
2957 * join in with more stuff equipped than they are now allowed.
2958 */
2959 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2960#endif
2961 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2962 }
2963 else 3195 else
2964 { 3196 {
2965 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2966 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2967 * to apply multiple objects 3199 * to apply multiple objects
3018 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3019 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3020 } 3252 }
3021 3253
3022 return retval; 3254 return retval;
3255}
3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3023} 3344}
3024 3345
3025/** 3346/**
3026 * who is the object using the object. It can be a monster. 3347 * who is the object using the object. It can be a monster.
3027 * op is the object they are using. op is an equipment type item, 3348 * op is the object they are using. op is an equipment type item,
3043 * 3364 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3366 *
3046 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3047 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3048int 3373int
3049apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3050{ 3375{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3052 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3053 3378
3054 if (who == NULL) 3379 if (who == NULL)
3055 { 3380 {
3056 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3067 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3068 return 0; 3393 return 0;
3069 3394
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3396 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3073 return 1; 3398 return 1;
3074 } 3399 }
3075 3400
3076 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3077 } 3402 }
3078
3079 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3080 return 0; 3404 return 0;
3081
3082 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->slottype ())
3086 {
3087 case slot_combat: who->change_weapon (pl->combat_ob); break;
3088 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3089 }
3090 3405
3091 splay (op); 3406 splay (op);
3092 3407
3093 /* Can't just apply this object. Lets see what not and what to do */ 3408 /* Can't just apply this object. Lets see what not and what to do */
3094 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3095 { 3410 {
3096 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3097 { 3412 {
3098 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3099 return 1; 3414 return 1;
3100 } 3415 }
3101 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3102 { 3417 {
3103 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3418 who->failmsg (format (
3419 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op)
3422 ));
3104 return 1; 3423 return 1;
3105 } 3424 }
3106 3425
3107 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3108 { 3427 {
3112 } 3431 }
3113 else 3432 else
3114 { 3433 {
3115 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3434 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3116 { 3435 {
3117 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3118 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3119 return 1; 3438 return 1;
3120 } 3439 }
3121 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3440 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3122 if (unapply_for_ob (who, op, aflags)) 3441 if (unapply_for_ob (who, op, aflags))
3124 } 3443 }
3125 } 3444 }
3126 3445
3127 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3128 { 3447 {
3448 // try to ready attached skill first
3129 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3130 3450
3131 if (!skop) 3451 if (!skop)
3132 { 3452 {
3133 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3134 return 1; 3454 return 1;
3135 } 3455 }
3136 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3137 /* While experience will be credited properly, we want to change the
3138 * skill so that the dam and wc get updated
3139 */ 3457 {
3140 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3141 } 3459 return 1;
3142 3460 }
3143 if (who->type == PLAYER
3144 && op->item_power
3145 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3146 { 3461 }
3147 new_draw_info (NDI_UNIQUE, 0, who, 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3148 "Equipping that combined with other items would consume your soul! " 3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3149 "[use the skills command to check your available item power]");
3150 return 1; 3466 return 1;
3151 } 3467 }
3152 3468
3153 /* Ok. We are now at the state where we can apply the new object. 3469 /* Ok. We are now at the state where we can apply the new object.
3154 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3155 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3156 */ 3472 */
3157 if (op->nrof > 1) 3473
3158 tmp = get_split_ob (op, op->nrof - 1); 3474 // split away all the other items from the stack, so only one item is left
3159 else 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3160 tmp = 0;
3161 3476
3162 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3163 return RESULT_INT (0); 3478 return RESULT_INT (0);
3164 3479
3165 switch (op->type) 3480 switch (op->type)
3166 { 3481 {
3167 case WEAPON: 3482 case WEAPON:
3168 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3169 {
3170 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3171 "It would consume your soul!.");
3172
3173 if (tmp)
3174 insert_ob_in_ob (tmp, who);
3175
3176 return 1;
3177 }
3178
3179 //TODO: this obviously fails for players using a shorter prefix
3180 // i.e. "R" can use Ragnarok's sword.
3181 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3182 { 3484 {
3183 /* if the weapon does not have the name as the character, can't use it. */ 3485 /* if the weapon does not have the name as the character, can't use it. */
3184 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3185 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3186 3488 "H<Its name indicates that it belongs to somebody else.>");
3187 if (tmp) 3489 if (tmp) who->insert (tmp);
3188 insert_ob_in_ob (tmp, who);
3189
3190 return 1; 3490 return 1;
3191 } 3491 }
3192 3492
3193 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3194 { 3496 {
3195 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3196 return 1; 3498 change_abil (who, op);
3197 } 3499 }
3198 3500 else
3199 SET_FLAG (op, FLAG_APPLIED);
3200 who->change_skill (skop); 3501 who->change_skill (skop);
3201 3502
3202 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3203 who->change_weapon (who->contr->combat_ob = op);
3204
3205 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3206
3207 SET_FLAG (who, FLAG_READY_WEAPON);
3208 change_abil (who, op);
3209 break; 3504 break;
3210 3505
3211 case ARMOUR: 3506 case ARMOUR:
3212 case HELMET: 3507 case HELMET:
3213 case SHIELD: 3508 case SHIELD:
3217 case BRACERS: 3512 case BRACERS:
3218 case CLOAK: 3513 case CLOAK:
3219 case RING: 3514 case RING:
3220 case AMULET: 3515 case AMULET:
3221 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3223 change_abil (who, op); 3518 change_abil (who, op);
3224 break; 3519 break;
3225 3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3226 case LAMP: 3528 case SKILL:
3227 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3228 { 3530 {
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3534 {
3535 who->failmsg (format (
3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3538 "It cannot be used on its own.>",
3539 &op->skill
3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3554 else
3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3571 }
3572
3573 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op);
3576 break;
3577
3578 case BOW:
3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3580 {
3581 who->failmsg ("The weapon does not recognize you as its owner. "
3582 "H<Its name indicates that it belongs to somebody else.>");
3583 if (tmp) who->insert (tmp);
3230 return 1; 3584 return 1;
3231 } 3585 }
3232 3586
3233 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3587 if (player *pl = who->contr)
3234 tmp2 = arch_to_object (op->other_arch);
3235 tmp2->stats.food = op->stats.food;
3236 SET_FLAG (tmp2, FLAG_APPLIED);
3237
3238 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3239 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3240
3241 insert_ob_in_ob (tmp2, who);
3242
3243 /* Remove the old lantern */
3244 if (who->type == PLAYER)
3245 esrv_del_item (who->contr, op->count);
3246
3247 op->destroy ();
3248
3249 /* insert the portion that was split off */
3250 if (tmp)
3251 { 3588 {
3252 insert_ob_in_ob (tmp, who);
3253 if (who->type == PLAYER)
3254 esrv_send_item (who, tmp);
3255 }
3256
3257 who->update_stats ();
3258
3259 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3260 if (who->type == PLAYER)
3261 {
3262 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3263 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3264 }
3265
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp2);
3268
3269 return 0;
3270
3271 case SKILL_TOOL:
3272 // applying a skill tool also readies the skill
3273 SET_FLAG (op, FLAG_APPLIED);
3274
3275 if (!(aflags & AP_NO_READY))
3276 {
3277 skop = find_skill_by_name (who, op->skill);
3278 if (!skop->flag [FLAG_APPLIED]) 3589 op->flag [FLAG_APPLIED] = true;
3279 apply_special (who, skop, AP_APPLY); 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3280 } 3592 }
3281 break; 3593 break;
3282 3594
3283 case SKILL: 3595 case RANGED:
3284 if (player *pl = who->contr) 3596 if (player *pl = who->contr)
3285 { 3597 {
3286 if (IS_COMBAT_SKILL (op->subtype)) 3598 op->flag [FLAG_APPLIED] = true;
3287 { 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3288 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3289 {
3290 for (object *item = who->inv; item; item = item->below)
3291 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3292 {
3293 if (item->skill == op->skill)
3294 {
3295 who->change_weapon (pl->combat_ob = item);
3296 goto found_weapon;
3297 }
3298 }
3299
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3301 return 1;
3302
3303 found_weapon:;
3304 }
3305 else
3306 who->change_weapon (pl->combat_ob = op);
3307 }
3308 else if (IS_RANGED_SKILL (op->subtype))
3309 {
3310 if (skill_flags [op->subtype] & SF_NEED_BOW)
3311 {
3312 for (object *item = who->inv; item; item = item->below)
3313 if (item->type == BOW && item->flag [FLAG_APPLIED])
3314 {
3315 //TODO: bows should/must all have skill missile weapon right now
3316 who->change_weapon (pl->ranged_ob = item);
3317 goto found_bow;
3318 }
3319
3320 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3321 return 1;
3322
3323 found_bow:;
3324 }
3325 else
3326 who->change_weapon (pl->ranged_ob = op);
3327 }
3328
3329 if (!op->invisible)
3330 {
3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3333 }
3334 else
3335 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3336 } 3600 }
3337 else 3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3338 { 3605 {
3339 SET_FLAG (op, FLAG_APPLIED); 3606 op->flag [FLAG_APPLIED] = true;
3340 change_abil (who, op); 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3341 who->chosen_skill = op;
3342 SET_FLAG (who, FLAG_READY_SKILL);
3343 } 3608 }
3344
3345 break; 3609 break;
3346
3347 case BOW:
3348 if (!check_weapon_power (who, op->last_eat))
3349 {
3350 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3351 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3352
3353 if (tmp)
3354 insert_ob_in_ob (tmp, who);
3355
3356 return 1;
3357 }
3358
3359 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3360 {
3361 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3362 if (tmp)
3363 insert_ob_in_ob (tmp, who);
3364
3365 return 1;
3366 }
3367 3610
3368 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3369 case WAND: 3612 case WAND:
3370 case ROD: 3613 case ROD:
3371 case HORN: 3614 case HORN:
3372 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3373 3616
3374 if (!skop) 3617 if (!skop)
3375 { 3618 {
3376 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3377 return 1; 3621 return 1;
3378 } 3622 }
3379 3623
3380 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3381 who->change_skill (skop);
3382 3625
3383 if (who->contr) 3626 if (player *pl = who->contr)
3384 { 3627 {
3385 who->contr->ranged_ob = op; 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3386
3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3388 3629
3389 if (op->type == BOW) 3630 if (op->type == BOW)
3390 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3391 who->current_weapon = op; 3632
3392 change_abil (who, op); 3633 change_abil (who, op);
3393 new_draw_info_format (NDI_UNIQUE, 0, who,
3394 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3395 }
3396 } 3634 }
3397 else 3635 else
3398 { 3636 {
3637 who->change_skill (skop);
3638
3399 if (op->type == BOW) 3639 if (op->type == BOW)
3400 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3401 else 3641 else
3402 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3403 } 3643 }
3404 3644
3405 break; 3645 break;
3406 3646
3407 case BUILDER: 3647 case BUILDER:
3408 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3409 { 3649 {
3410 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3411 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3651 //TODO: change_abil?
3412 unapply_special (who, who->contr->ranged_ob, 0);
3413
3414 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3415
3416 who->contr->ranged_ob = op;
3417 } 3652 }
3418 break; 3653 break;
3419 3654
3420 default: 3655 default:
3421 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3422 } /* end of switch op->type */ 3657 }
3423 3658
3424 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3425 3660
3426 if (tmp) 3661 if (tmp) who->insert (tmp);
3427 tmp = insert_ob_in_ob (tmp, who);
3428 3662
3429 who->update_stats (); 3663 who->update_stats ();
3430 3664
3431 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3432 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3434 */ 3668 */
3435 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3436 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3437 3671
3438 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3439 {
3440 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3441 { 3674 {
3442 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3675 who->failmsg (
3676 "Oops, it feels deadly cold! "
3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3443 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3444 } 3680 }
3445 }
3446 3681
3447 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3448 {
3449 /* if multiple objects were applied, update both slots */
3450 if (tmp)
3451 esrv_send_item (who, tmp);
3452
3453 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3454 }
3455 3684
3456 return 0; 3685 return 0;
3457}
3458
3459int
3460monster_apply_special (object *who, object *op, int aflags)
3461{
3462 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3463 return 1;
3464 return apply_special (who, op, aflags);
3465} 3686}
3466 3687
3467/** 3688/**
3468 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3469 * 3690 *
3472int 3693int
3473auto_apply (object *op) 3694auto_apply (object *op)
3474{ 3695{
3475 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3476 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3477 3700
3478 switch (op->type) 3701 switch (op->type)
3479 { 3702 {
3480 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3481 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3483 3706
3484 do 3707 do
3485 { 3708 {
3486 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3487 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3488 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3489 if (tmp == NULL) 3716 if (tmp == NULL)
3490 return 0; 3717 return 0;
3718
3491 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3492 { 3720 {
3493 tmp->destroy (); 3721 tmp->destroy ();
3494 tmp = NULL; 3722 tmp = NULL;
3495 } 3723 }
3498 3726
3499 tmp->x = op->x; 3727 tmp->x = op->x;
3500 tmp->y = op->y; 3728 tmp->y = op->y;
3501 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3502 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3503 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3504 identify (tmp); 3731 identify (tmp);
3505 break; 3732 break;
3506 3733
3507 case TREASURE: 3734 case TREASURE:
3508 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3515 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3516 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3517 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3518 * that is put inside other objects. 3745 * that is put inside other objects.
3519 */ 3746 */
3520 for (tmp = op->inv; tmp; tmp = tmp2)
3521 {
3522 tmp2 = tmp->below;
3523 tmp->remove ();
3524
3525 if (op->env) 3747 if (op->env)
3526 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3527 else 3749 op->env->insert (op->inv);
3528 tmp->destroy ();
3529 }
3530 3750
3531 op->destroy (); 3751 op->destroy ();
3532 break; 3752 break;
3533 } 3753 }
3534 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3535} 3756}
3536 3757
3537/** 3758/**
3538 * fix_auto_apply goes through the entire map every time a map 3759 * fix_auto_apply goes through the entire map every time a map
3539 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3553 3774
3554 if (tmp->inv) 3775 if (tmp->inv)
3555 { 3776 {
3556 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3557 3778
3558 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3559 { 3780 {
3560 invnext = invtmp->below; 3781 invnext = invtmp->below;
3561 3782
3562 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3563 auto_apply (invtmp); 3784 auto_apply (invtmp);
3564 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3565 { 3786 {
3566 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3567 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3568 3789
3569 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3570 } 3791 }
3571 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3576 * treasure again for this object 3797 * treasure again for this object
3577 */ 3798 */
3578 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3579 } 3800 }
3580 } 3801 }
3802
3581 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3582 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3583 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3584 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3585 * MSW 2004-05-13 3807 * MSW 2004-05-13
3589 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3590 */ 3812 */
3591 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3592 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3814 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3593 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3594
3595 } 3816 }
3596 3817
3597 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3598 auto_apply (tmp); 3819 auto_apply (tmp);
3599 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3632 } 3853 }
3633 3854
3634 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3635 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3636 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3637 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3638} 3859}
3639 3860
3640/** 3861/**
3641 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3642 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3647eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3648{ 3869{
3649 object *force; 3870 object *force;
3650 int i, did_one = 0; 3871 int i, did_one = 0;
3651 3872
3652 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3653 3876
3654 for (i = 0; i < NUM_STATS; i++)
3655 if (sint8 k = food->stats.stat (i))
3656 {
3657 force->stats.stat (i) = k;
3658 did_one = 1;
3659 }
3660
3661 /* check if we can protect the eater */
3662 for (i = 0; i < NROFATTACKS; i++)
3663 {
3664 if (food->resist[i] > 0)
3665 {
3666 force->resist[i] = food->resist[i] / 2;
3667 did_one = 1;
3668 }
3669 }
3670
3671 if (did_one)
3672 {
3673 force->set_speed (0.1);
3674 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3675 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3676 SET_FLAG (force, FLAG_APPLIED); 3879
3677 change_abil (who, force); 3880 if (force = who->force_find (key))
3678 insert_ob_in_ob (force, who); 3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 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));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3679 } 3891 }
3680 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 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));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3681 force->destroy (); 3923 force->destroy ();
3924 }
3682 3925
3683 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3684 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3685 { 3928 {
3686 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3687 { 3930 {
3688 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3689 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3690 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3691 } 3934 }
3692 else 3935 else
3693 { 3936 {
3694 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3695 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3696 else 3939 else
3697 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3698 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3699 } 3943 }
3700 } 3944 }
3945
3701 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3702 { 3947 {
3703 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3704 { 3949 {
3705 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3706 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3707 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3708 who->stats.sp = 0; 3953 who->stats.sp = 0;
3709 } 3954 }
3710 else 3955 else
3711 { 3956 {
3712 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3713 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3714 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3715 } 3960 }
3716 } 3961 }
3962
3717 who->update_stats (); 3963 who->update_stats ();
3718}
3719
3720/**
3721 * Designed primarily to light torches/lanterns/etc.
3722 * Also burns up burnable material too. First object in the inventory is
3723 * the selected object to "burn". -b.t.
3724 */
3725void
3726apply_lighter (object *who, object *lighter)
3727{
3728 object *item;
3729 int is_player_env = 0;
3730
3731 item = find_marked_object (who);
3732 if (item)
3733 {
3734 if (lighter->last_eat && lighter->stats.food)
3735 { /* lighter gets used up */
3736 /* Split multiple lighters if they're being used up. Otherwise *
3737 * one charge from each would be used up. --DAMN */
3738 if (lighter->nrof > 1)
3739 {
3740 object *oneLighter = lighter->clone ();
3741
3742 lighter->nrof -= 1;
3743 oneLighter->nrof = 1;
3744 oneLighter->stats.food--;
3745 esrv_send_item (who, lighter);
3746 oneLighter = insert_ob_in_ob (oneLighter, who);
3747 esrv_send_item (who, oneLighter);
3748 }
3749 else
3750 lighter->stats.food--;
3751 }
3752 else if (lighter->last_eat)
3753 { /* no charges left in lighter */
3754 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3755 return;
3756 }
3757
3758 /* Perhaps we should split what we are trying to light on fire?
3759 * I can't see many times when you would want to light multiple
3760 * objects at once.
3761 */
3762
3763 if (who == item->in_player ())
3764 is_player_env = 1;
3765
3766 save_throw_object (item, AT_FIRE, who);
3767
3768 if (item->destroyed ())
3769 {
3770 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3771 /* Need to update the player so that the players glow radius
3772 * gets changed.
3773 */
3774 if (is_player_env)
3775 who->update_stats ();
3776 }
3777 else
3778 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3779 }
3780 else /* nothing to light */
3781 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3782
3783}
3784
3785/**
3786 * op made some mistake with a scroll, this takes care of punishment.
3787 * scroll_failure()- hacked directly from spell_failure
3788 */
3789void
3790scroll_failure (object *op, int failure, int power)
3791{
3792 if (abs (failure / 4) > power)
3793 power = abs (failure / 4); /* set minimum effect */
3794
3795 if (failure <= -1 && failure > -15)
3796 { /* wonder */
3797 object *tmp;
3798
3799 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3800 tmp = get_archetype (SPELL_WONDER);
3801 cast_wonder (op, op, 0, tmp);
3802 tmp->destroy ();
3803 }
3804 else if (failure <= -15 && failure > -35)
3805 { /* drain mana */
3806 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3807 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3808 if (op->stats.sp < 0)
3809 op->stats.sp = 0;
3810 }
3811 else if (settings.spell_failure_effects == TRUE)
3812 {
3813 if (failure <= -35 && failure > -60)
3814 { /* confusion */
3815 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3816 confuse_player (op, op, power);
3817 }
3818 else if (failure <= -60 && failure > -70)
3819 { /* paralysis */
3820 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3821 paralyze_player (op, op, power);
3822 }
3823 else if (failure <= -70 && failure > -80)
3824 { /* blind */
3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3826 blind_player (op, op, power);
3827 }
3828 else if (failure <= -80)
3829 { /* blast the immediate area */
3830 object *tmp = get_archetype (LOOSE_MANA);
3831 cast_magic_storm (op, tmp, power);
3832 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3833 tmp->destroy ();
3834 }
3835 }
3836} 3964}
3837 3965
3838void 3966void
3839apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3840{ 3968{
3888 } 4016 }
3889 4017
3890 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3891 * the player ref: player.c 4019 * the player ref: player.c
3892 */ 4020 */
3893 if (change->randomitems != NULL) 4021 if (change->randomitems)
3894 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3895 4023
3896 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3897 4025
3898 /* first, look for the force object banning 4026 /* first, look for the force object banning
3899 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3900 */ 4028 */
3901 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3902 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3903 flag_change_face = 0; 4031 flag_change_face = 0;
3904 4032
3905 if (flag_change_face) 4033 if (flag_change_face)
3906 { 4034 {
3907 pl->animation_id = GET_ANIM_ID (change);
3908 pl->face = change->face; 4035 pl->face = change->face;
3909 4036 pl->animation_id = change->animation_id;
3910 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3911 SET_FLAG (pl, FLAG_ANIMATE);
3912 else
3913 CLEAR_FLAG (pl, FLAG_ANIMATE);
3914 } 4038 }
3915 4039
3916 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3917 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3918 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3919 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3920 4044
3921 break; 4045 break;
3922 } 4046 }
3923 } 4047 }
3924} 4048}
3925 4049
3926/**
3927 * This handles items of type 'transformer'.
3928 * Basically those items, used with a marked item, transform both items into something
3929 * else.
3930 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3931 * Change information is contained in the 'slaying' field of the marked item.
3932 * The format is as follow: transformer:[number ]yield[;transformer:...].
3933 * This way an item can be transformed in many things, and/or many objects.
3934 * The 'slaying' field for transformer is used as verb for the action.
3935 */
3936void
3937apply_item_transformer (object *pl, object *transformer)
3938{
3939 object *marked;
3940 object *new_item;
3941 char *find;
3942 char *separator;
3943 int yield;
3944 char got[MAX_BUF];
3945 int len;
3946
3947 if (!pl || !transformer)
3948 return;
3949 marked = find_marked_object (pl);
3950 if (!marked)
3951 {
3952 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3953 return;
3954 }
3955 if (!marked->slaying)
3956 {
3957 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3958 return;
3959 }
3960 /* check whether they are compatible or not */
3961 find = strstr (marked->slaying, transformer->arch->archname);
3962 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3965 return;
3966 }
3967 find += strlen (transformer->arch->archname) + 1;
3968 /* Item can be used, now find how many and what it yields */
3969 if (isdigit (*(find)))
3970 {
3971 yield = atoi (find);
3972 if (yield < 1)
3973 {
3974 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3975 yield = 1;
3976 }
3977 }
3978 else
3979 yield = 1;
3980
3981 while (isdigit (*find))
3982 find++;
3983 while (*find == ' ')
3984 find++;
3985 memset (got, 0, MAX_BUF);
3986 if ((separator = strchr (find, ';')) != NULL)
3987 {
3988 len = separator - find;
3989 }
3990 else
3991 {
3992 len = strlen (find);
3993 }
3994 if (len > MAX_BUF - 1)
3995 len = MAX_BUF - 1;
3996 strcpy (got, find);
3997 got[len] = '\0';
3998
3999 /* Now create new item, remove used ones when required. */
4000 new_item = get_archetype (got);
4001 if (!new_item)
4002 {
4003 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4004 return;
4005 }
4006
4007 new_item->nrof = yield;
4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4009 insert_ob_in_ob (new_item, pl);
4010 esrv_send_inventory (pl, pl);
4011 /* Eat up one item */
4012 decrease_ob_nr (marked, 1);
4013 /* Eat one transformer if needed */
4014 if (transformer->stats.food)
4015 if (--transformer->stats.food == 0)
4016 decrease_ob_nr (transformer, 1);
4017}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines