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 1.123 by root, Thu Aug 16 06:36:56 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 dynbuf_text buf; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 96
99 object *id, *marked;
100
101 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
102 return 0; 98 return 0;
103 99
104 /* 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
105 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
106 */ 102 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 104 return 0;
109 105
110 marked = find_marked_object (pl);
111 /* 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
112 * identified. If it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
113 */ 108 */
109 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 111 {
116 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
117 { 113 {
118 identify (marked); 114 identify (marked);
119 115
120 buf.printf ("You have %s.", long_desc (marked, pl)); 116 buf.printf ("You have %s.\r", long_desc (marked, pl));
121 if (marked->msg) 117 if (marked->msg)
122 buf << "The item has a story:\n" << marked->msg; 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 119
124 return money == NULL; 120 return !money;
125 } 121 }
126 } 122 }
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);
135 131
136 buf.printf ("You have %s.", long_desc (id, pl)); 132 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (marked->msg) 133 if (id->msg)
138 buf << "The item has a story:\n" << marked->msg; 134 buf << "The item has a story:\r" << id->msg << "\n\n";
139 135
140 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
141 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
142 break; 138 break;
143 } 139 }
144 else 140 else
145 { 141 {
146 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");
148 } 144 }
149 } 145 }
150 } 146 }
151 147
152 if (buf.empty ()) 148 if (buf.empty ())
153 buf << ("You have nothing that needs identifying"); 149 pl->failmsg ("You have nothing that needs identifying");
154 150 else
155 pl->contr->infobox (buf); 151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
156 152
157 return !money; 153 return !money;
158} 154}
159 155
160/** 156/**
162 * matching item. 158 * matching item.
163 **/ 159 **/
164void 160void
165handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
166{ 162{
167 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 165}
188 166
189/** 167/**
190 * Handles applying a potion. 168 * Handles applying a potion.
191 */ 169 */
192int 170int
193apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
194{ 172{
195 int got_one = 0, i; 173 int got_one = 0, i;
196 object *force = 0, *floor = 0; 174 object *force = 0;
197 175
198 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
199 177
200 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)
201 { 179 {
202 op->errormsg ("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!");
203 181
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 183 return 0;
206 } 184 }
207 185
219 197
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 199 {
222 op->drain_stat (); 200 op->drain_stat ();
223 op->update_stats (); 201 op->update_stats ();
224 decrease_ob (tmp); 202 tmp->decrease ();
225 return 1; 203 return 1;
226 } 204 }
227 205
228 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
229 { 207 {
230 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 209 return 0;
232 } 210 }
211
233 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
234 213
235 if (depl) 214 if (depl)
236 { 215 {
237 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
242 op->update_stats (); 221 op->update_stats ();
243 } 222 }
244 else 223 else
245 op->statusmsg ("Your potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
246 225
247 decrease_ob (tmp); 226 tmp->decrease ();
248 return 1; 227 return 1;
249 } 228 }
250 229
251 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
252 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 232 {
254 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
255 { 234 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 236 {
258 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
259 { 238 {
294 } 273 }
295 } 274 }
296 } 275 }
297 276
298 /* Just makes checking easier */ 277 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
300 got_one = 1; 279 got_one = 1;
301 280
302 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
303 { 282 {
304 if (got_one) 283 if (got_one)
314 else 293 else
315 { /* cursed potion */ 294 { /* cursed potion */
316 if (got_one) 295 if (got_one)
317 { 296 {
318 op->update_stats (); 297 op->update_stats ();
319 op->errormsg ("The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
320 } 299 }
321 else 300 else
322 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
323 } 302 }
324 303
325 decrease_ob (tmp); 304 tmp->decrease ();
326 return 1; 305 return 1;
327 } 306 }
328 307
329 308
330 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
334 */ 313 */
335 if (tmp->inv) 314 if (tmp->inv)
336 { 315 {
337 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
338 { 317 {
339 object *fball;
340
341 op->errormsg ("Yech! Your lungs are on fire!"); 318 op->failmsg ("Yech! Your lungs are on fire!");
342 319 create_exploding_ball_at (op, op->level);
343 /* Explodes a fireball centered at player */
344 fball = get_archetype (EXPLODING_FIREBALL);
345 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
346 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
347 fball->x = op->x;
348 fball->y = op->y;
349 insert_ob_in_map (fball, op->map, NULL, 0);
350 } 320 }
351 else 321 else
352 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
353 323
354 decrease_ob (tmp); 324 tmp->decrease ();
355 325
356 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
357 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
358 op->update_stats (); 328 op->update_stats ();
359 329
390 force->speed_left = -1; 360 force->speed_left = -1;
391 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
394 change_abil (op, force); 364 change_abil (op, force);
395 decrease_ob (tmp); 365 tmp->decrease ();
396 return 1; 366 return 1;
397 } 367 }
398 368
399 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
400 if (op->type == PLAYER) 370 if (op->type == PLAYER)
401 { /* only for players */ 371 { /* only for players */
402 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)
403 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
404 else 376 else
405 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
406 378
407 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
413 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
414 * up all the stats. 386 * up all the stats.
415 */ 387 */
416 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
417 op->update_stats (); 389 op->update_stats ();
418 decrease_ob (tmp); 390 tmp->decrease ();
419 return 1; 391 return 1;
420} 392}
421 393
422/**************************************************************************** 394/****************************************************************************
423 * Weapon improvement code follows 395 * Weapon improvement code follows
424 ****************************************************************************/ 396 ****************************************************************************/
425 397
426/** 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/**
427 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
428 */ 415 */
429static int 416static int
430check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
431{ 418{
432 int count = 0; 419 int count = 0;
433 420
434 if (!item) 421 if (!item)
435 return 0; 422 return 0;
436 423
437 for (op = op->below; op; op = op->below) 424 for (op = op->below; op; op = op->below)
438 {
439 if (strcmp (op->arch->archname, item) == 0) 425 if (op->arch->archname == item)
440 {
441 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
442 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
443 {
444 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
445 count++;
446 else
447 count += op->nrof; 428 count += op->number_of ();
448 }
449 }
450 }
451 429
452 return count; 430 return count;
453} 431}
454 432
455/** 433/**
457 * op is typically the player, which is only 435 * op is typically the player, which is only
458 * really used to determine what space to look at. 436 * really used to determine what space to look at.
459 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
460 */ 438 */
461static void 439static void
462eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
463{ 441{
464 object *prev; 442 object *prev;
465 443
466 prev = op; 444 prev = op;
467 op = op->below; 445 op = op->below;
468 446
469 while (op) 447 while (op)
470 { 448 {
471 if (strcmp (op->arch->archname, item) == 0) 449 if (op->arch->archname == item)
472 { 450 {
473 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
474 { 452 {
475 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
476 return; 454 return;
477 } 455 }
478 else 456 else
479 { 457 {
480 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
481 nrof -= op->nrof; 459 nrof -= op->nrof;
482 } 460 }
483 461
484 op = prev; 462 op = prev;
485 } 463 }
488 op = op->below; 466 op = op->below;
489 } 467 }
490} 468}
491 469
492/** 470/**
493 * This checks to see of the player (who) is sufficient level to use a weapon
494 * with improvs improvements (typically last_eat). We take an int here
495 * instead of the object so that the improvement code can pass along the
496 * increased value to see if the object is usuable.
497 * we return 1 (true) if the player can use the weapon.
498 */
499static int
500check_weapon_power (const object *who, int improvs)
501{
502/* Old code is below (commented out). Basically, since weapons are the only
503 * object players really have any control to improve, it's a bit harsh to
504 * require high level in some combat skill, so we just use overall level.
505 */
506#if 1
507 if (((who->level / 5) + 5) >= improvs)
508 return 1;
509 else
510 return 0;
511
512#else
513 int level = 0;
514
515 /* The skill system hands out wc and dam bonuses to fighters
516 * more generously than the old system (see fix_player). Thus
517 * we need to curtail the power of player enchanted weapons.
518 * I changed this to 1 improvement per "fighter" level/5 -b.t.
519 * Note: Nothing should break by allowing this ratio to be different or
520 * using normal level - it is just a matter of play balance.
521 */
522 if (who->type == PLAYER)
523 {
524 object *wc_obj = NULL;
525
526 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
527 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
528 level = wc_obj->level;
529
530 if (!level)
531 {
532 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
533 level = who->level;
534 }
535 }
536 else
537 level = who->level;
538
539 return (improvs <= ((level / 5) + 5));
540#endif
541}
542
543/**
544 * 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.
545 * 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.
546 */ 473 */
547static int 474static int
548check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
552 if (improver->slaying) 479 if (improver->slaying)
553 { 480 {
554 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
555 if (count < 1) 482 if (count < 1)
556 { 483 {
557 op->errormsg (format ("The gods want more %ss", &improver->slaying)); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
558 return 0; 485 return 0;
559 } 486 }
560 } 487 }
561 else 488 else
562 count = 1; 489 count = 1;
570static int 497static int
571improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 499{
573 stat += sacrifice_count; 500 stat += sacrifice_count;
574 weapon->last_eat++; 501 weapon->last_eat++;
575 decrease_ob (improver); 502 improver->decrease ();
576 503
577 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
578 op->update_stats (); 505 op->update_stats ();
579 506
580 op->statusmsg (format ( 507 op->statusmsg (format (
581 "Your sacrifice was accepted.\n" 508 "Your sacrifice was accepted.\n"
582 "Weapon's bonus to %s improved by %d.", 509 "Weapon's bonus to %s improved by %d.",
583 statname, sacrifice_count 510 statname, sacrifice_count
584 )); 511 ));
585 512
586 return 1; 513 return 1;
587} 514}
588 515
601 528
602/** 529/**
603 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
604 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
605 */ 532 */
606int 533static int
607prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
608{ 535{
609 int sacrifice_count, i; 536 int sacrifice_count, i;
610 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
611 538
612 if (weapon->level != 0) 539 if (weapon->level != 0)
613 { 540 {
614 op->errormsg ("Weapon is already prepared!"); 541 op->failmsg ("Weapon is already prepared!");
615 return 0; 542 return 0;
616 } 543 }
617 544
618 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
619 if (weapon->resist[i]) 546 if (weapon->resist[i])
625 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
626 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
627 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
628 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
629 { 556 {
630 op->errormsg ("You 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.>");
631 return 0; 560 return 0;
632 } 561 }
633 562
634 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
637 566
638 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
639 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
640 569
641 op->statusmsg (format ( 570 op->statusmsg (format (
642 "Your sacrifice was accepted." 571 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.", 572 "Your *%s may be improved %d times.",
644 &weapon->name, weapon->level 573 &weapon->name, weapon->level
645 )); 574 ));
646 575
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 579 slot at once! */
651 decrease_ob (improver); 580 improver->decrease ();
652 weapon->last_eat = 0; 581 weapon->last_eat = 0;
653 return 1; 582 return 1;
654} 583}
655
656 584
657/** 585/**
658 * 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.
659 * This is the new improve weapon code. 587 * This is the new improve weapon code.
660 * 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.
663 * 591 *
664 * 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
665 * 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 ??
666 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
667 */ 595 */
668int 596static int
669improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
670{ 598{
671 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
672 600
673 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
675 603
676 if (weapon->level == 0) 604 if (weapon->level == 0)
677 { 605 {
678 op->errormsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 609 return 0;
680 } 610 }
681 611
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 614 {
684 op->errormsg ("This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 616 return 0;
686 } 617 }
687 618
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
689 { 621 {
690 op->errormsg ("Improving the weapon will make it too " 622 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 623 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 624 "really want to improve it.");
693 return 0; 625 return 0;
694 } 626 }
695 627
704 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("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));
706 weapon->last_eat++; 638 weapon->last_eat++;
707 639
708 weapon->item_power++; 640 weapon->item_power++;
709 decrease_ob (improver); 641 improver->decrease ();
710 return 1; 642 return 1;
711 } 643 }
712 644
713 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 646 {
718 weapon->weight = 1; 650 weapon->weight = 1;
719 651
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 653 weapon->last_eat++;
722 weapon->item_power++; 654 weapon->item_power++;
723 decrease_ob (improver); 655 improver->decrease ();
724 return 1; 656 return 1;
725 } 657 }
658
726 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 660 {
728 weapon->magic++; 661 weapon->magic++;
729 weapon->last_eat++; 662 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 664 improver->decrease ();
732 weapon->item_power++; 665 weapon->item_power++;
733 return 1; 666 return 1;
734 } 667 }
735 668
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
741 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
742 675
743 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
744 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
745 { 678 {
746 op->errormsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying)); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
747 return 0; 680 return 0;
748 } 681 }
749 682
750 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
751 weapon->item_power++; 684 weapon->item_power++;
758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom"); 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma"); 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence"); 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
762 default: 695 default:
763 op->errormsg ("Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
764 } 697 }
765 698
766 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
767 return 0; 700 return 0;
768} 701}
770/** 703/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * 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, ...),
773 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
774 */ 707 */
775int 708static int
776check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
777{ 710{
778 object *otmp; 711 object *otmp;
779 712
780 if (op->type != PLAYER) 713 if (op->type != PLAYER)
781 return 0; 714 return 0;
782 715
783 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))
784 { 717 {
785 op->errormsg ("Something blocks the magic of the scroll!"); 718 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 719 return 0;
787 } 720 }
788 721
789 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
790 if (!otmp) 724 if (!otmp)
791 { 725 {
792 op->errormsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 727 return 0;
794 } 728 }
795 729
796 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
797 { 731 {
798 op->errormsg ("Marked item is not a weapon or bow!"); 732 op->failmsg ("Marked item is not a weapon or bow!");
799 return 0; 733 return 0;
800 } 734 }
801 735
802 op->statusmsg ("Applied weapon builder."); 736 op->statusmsg ("Applied weapon builder.");
803 737
826 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 761 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 763 * changing of physical area right now.
830 */ 764 */
831int 765static int
832improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
833{ 767{
834 object *tmp; 768 object *tmp;
835 769
836 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
837 { 771 {
838 op->errormsg ("This armour can not be enchanted any further!"); 772 op->failmsg ("This armour can not be enchanted any further!");
839 return 0; 773 return 0;
840 } 774 }
775
841 /* 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,
842 * 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.
843 * 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
844 * of gnarg and what not?) 779 * of gnarg and what not?)
845 */ 780 */
846 if (armour->title) 781 if (armour->title)
847 { 782 {
848 op->errormsg ("This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
849 return 0; 784 return 0;
850 } 785 }
851 786
852 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
853 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
854 */ 789 */
855 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
856 tmp = get_split_ob (armour, armour->nrof - 1);
857 else
858 tmp = NULL;
859 791
860 armour->magic++; 792 armour->magic++;
861 793
862 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
863 { 795 {
900 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);
901 833
902 if (op->type == PLAYER) 834 if (op->type == PLAYER)
903 { 835 {
904 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
905 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
906 op->update_stats (); 839 op->update_stats ();
907 } 840 }
908 841
909 decrease_ob (improver); 842 improver->decrease ();
910 843
911 if (tmp) 844 if (tmp)
912 { 845 op->insert (tmp);
913 insert_ob_in_ob (tmp, op);
914 esrv_send_item (op, tmp);
915 }
916 846
917 return 1; 847 return 1;
918} 848}
919 849
920/* 850/*
921 * 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
922 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
923 */ 853 *
924#define CONV_FROM(xyz) xyz->slaying
925#define CONV_TO(xyz) xyz->other_arch
926#define CONV_NR(xyz) xyz->stats.sp
927#define CONV_NEED(xyz) xyz->stats.food
928
929/* Takes one items and makes another. 854 * Takes one type of items and makes another.
930 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
931 * 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
932 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
933 */ 858 */
934int 859int
935convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
936{ 861{
937 int nr = 0; 862 sint64 nr = 0, price_in;
938 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;
939 871
940 /* 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,
941 * 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
942 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
943 */ 875 */
944 if (CONV_FROM (converter) == shstr_money) 876 if (conv_from == shstr_money)
945 { 877 {
946 if (item->type != MONEY) 878 if (item->type != MONEY)
947 return 0; 879 return 0;
948 880
949 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
950 if (!nr) 882 if (!nr)
951 return 0; 883 return 0;
952 884
953 converter->play_sound (sound_find ("shop_buy")); 885 converter->play_sound (sound_find ("shop_buy"));
954 886
955 int cost = nr * CONV_NEED (converter) / item->value; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
956 /* take into account rounding errors */
957 if (nr * CONV_NEED (converter) % item->value)
958 cost++;
959 888
960 decrease_ob_nr (item, cost); 889 item->decrease (cost);
961 890
962 price_in = cost * item->value; 891 price_in = cost * item->value;
963 } 892 }
964 else 893 else
965 { 894 {
966 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname || 895 if (item->type == PLAYER
967 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
968 return 0; 898 return 0;
969 899
970 converter->play_sound (sound_find ("convert_item")); 900 converter->play_sound (sound_find ("convert_item"));
971 901
972 if (CONV_NEED (converter)) 902 if (need)
973 { 903 {
974 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
975 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
976 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
977 } 907 }
978 else 908 else
979 { 909 {
980 price_in = item->value; 910 price_in = item->value;
981 item->destroy (); 911 item->destroy ();
992 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
993 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
994 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
995 ob_to_copy = ob; 925 ob_to_copy = ob;
996 926
997 item = object_create_clone (ob_to_copy); 927 item = ob_to_copy->deep_clone ();
998 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
999 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1000 } 930 }
1001 else 931 else
1002 { 932 {
1003 if (converter->other_arch == NULL) 933 if (!conv_to)
1004 { 934 {
1005 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",
1006 &converter->name, &converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
1007 return -1; 937 return -1;
1008 } 938 }
1009 939
1010 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
1011 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1012 } 942 }
1013 943
1014 if (CONV_NR (converter)) 944 if (give)
1015 item->nrof = CONV_NR (converter); 945 item->nrof = give;
1016 946
1017 if (nr) 947 if (nr)
1018 item->nrof *= nr; 948 item->nrof *= nr;
1019 949
1020 if (is_in_shop (converter)) 950 if (converter->flag [FLAG_PRECIOUS])
1021 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 }
1022 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1023 { 962 {
1024 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",
1025 &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);
1026 /** 965 /**
1027 * 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
1028 * hopefully had something in mind when doing this. 967 * hopefully had something in mind when doing this.
1029 */ 968 */
1030 } 969 }
1031 970
1032 SET_FLAG (item, FLAG_IDENTIFIED); 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
1033 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);
1034 return 1; 977 return 1;
1035} 978}
1036 979
1037/** 980/**
1038 * Handle apply on containers. 981 * Handle apply on containers.
1039 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1040 * 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]
1041 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1042 */ 985 */
1043int 986static int
1044apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1045{ 988{
1046 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1047 return 0; /* This might change */ 990 return 0; /* This might change */
1048 991
1054 997
1055 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1056 999
1057 if (sack->env && sack->env != op) 1000 if (sack->env && sack->env != op)
1058 { 1001 {
1059 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.");
1060 return 1; 1003 return 1;
1061 } 1004 }
1062 1005
1063 // 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
1064 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1065 { 1008 {
1066 if (op->container == sack) 1009 if (op->container_ () == sack)
1067 { 1010 {
1068 // open on ground or inv, so close 1011 // open on ground or inv, so close
1069 op->close_container (); 1012 op->close_container ();
1070 return 1; 1013 return 1;
1071 } 1014 }
1072 else if (!sack->env) 1015 else if (!sack->env)
1073 { 1016 {
1074 // active, but not ours: some other player has opened it 1017 // active, but not ours: some other player has opened it
1075 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)));
1076 return 1; 1019 return 1;
1077 } 1020 }
1078 1021
1079 // fall through to opening it (active in inv) 1022 // fall through to opening it (active in inv)
1080 } 1023 }
1082 { 1025 {
1083 // 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
1084 op->close_container (); 1027 op->close_container ();
1085 sack->flag [FLAG_APPLIED] = 1; 1028 sack->flag [FLAG_APPLIED] = 1;
1086 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1087 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1088 return 1; 1031 return 1;
1089 } 1032 }
1090 1033
1091 // it's locked? 1034 // it's locked?
1092 if (sack->slaying) 1035 if (sack->slaying)
1093 { 1036 {
1094 if (object *tmp = find_key (op, op, sack)) 1037 if (object *tmp = find_key (op, op, sack))
1095 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)));
1096 else 1039 else
1097 { 1040 {
1098 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)));
1099 return 1; 1042 return 1;
1100 } 1043 }
1101 } 1044 }
1102 1045
1103 op->open_container (sack); 1046 op->open_container (sack);
1114{ 1057{
1115 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1116 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1117 return 0; 1060 return 0;
1118 1061
1119 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1120 { 1063 {
1121 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1122 * 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
1123 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1124 */ 1067 */
1125 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1126 { 1069 {
1127 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));
1128 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1129 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1130 * old maps. 1073 * old maps.
1131 */ 1074 */
1132 1075
1133/* push_button (altar);*/ 1076/* push_button (altar);*/
1134 } 1077 }
1135 else 1078 else
1136 { 1079 {
1137 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1138 push_button (altar); 1081 push_button (altar, originator);
1139 } 1082 }
1140 1083
1141 return !sacrifice; 1084 return !sacrifice;
1142 } 1085 }
1143 else 1086 else
1160 1103
1161 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1162 1105
1163 bool has_unpaid = false; 1106 bool has_unpaid = false;
1164 1107
1165 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1166 // a quick and small change :( 1109 // a quick and small change :(
1167 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1168 if (item->flag [FLAG_UNPAID]) 1111 if (item->flag [FLAG_UNPAID])
1169 { 1112 {
1170 has_unpaid = true; 1113 has_unpaid = true;
1171 break; 1114 break;
1172 } 1115 }
1173 1116
1174 if (op->type != PLAYER) 1117 if (!op->is_player ())
1175 { 1118 {
1176 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1177 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1178 * the shop. 1121 * the shop.
1179 */ 1122 */
1183 1126
1184 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1185 { 1128 {
1186 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);
1187 1130
1131 if (i >= 0)
1188 tmp->remove (); 1132 tmp->move (i);
1189
1190 if (i == -1)
1191 i = 0;
1192
1193 tmp->map = op->map;
1194 tmp->x = op->x + freearr_x[i];
1195 tmp->y = op->y + freearr_y[i];
1196 insert_ob_in_map (tmp, op->map, op, 0);
1197 } 1133 }
1198 } 1134 }
1199 1135
1200 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1201 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1212 if (i != -1) 1148 if (i != -1)
1213 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);
1214 1150
1215 return 0; 1151 return 0;
1216 } 1152 }
1153
1217 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1218 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1219 */ 1156 */
1220 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1221 } 1158 }
1224 /* this is only used for players */ 1161 /* this is only used for players */
1225 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1226 1163
1227 if (has_unpaid) 1164 if (has_unpaid)
1228 op->contr->play_sound (sound_find ("shop_buy")); 1165 op->contr->play_sound (sound_find ("shop_buy"));
1229 else if (is_in_shop (op)) 1166 else if (op->is_in_shop ())
1230 op->contr->play_sound (sound_find ("shop_enter")); 1167 op->contr->play_sound (sound_find ("shop_enter"));
1231 else 1168 else
1232 op->contr->play_sound (sound_find ("shop_leave")); 1169 op->contr->play_sound (sound_find ("shop_leave"));
1233 1170
1234 if (shop_mat->msg) 1171 if (shop_mat->msg)
1235 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1236 /* 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,
1237 * 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
1238 * actually the shop floor. 1175 * actually the shop floor.
1239 */ 1176 */
1240 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1241 { 1178 {
1242 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1243 1180
1244 if (opinion > 0.9) 1181 op->statusmsg (
1245 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."
1246 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1247 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1248 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1249 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1250 else 1186 );
1251 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1252 } 1187 }
1253 } 1188 }
1254 else 1189 else
1255 { 1190 {
1256 /* 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
1278 * Handles applying a sign. 1213 * Handles applying a sign.
1279 */ 1214 */
1280static void 1215static void
1281apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1282{ 1217{
1283 readable_message_type *msgType; 1218 if (!op->is_player())
1219 return;
1284 1220
1285 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1286 { 1222 {
1287 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));
1288 return; 1224 return;
1289 } 1225 }
1290 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
1291 if (sign->stats.food) 1236 if (sign->stats.food)
1292 { 1237 {
1293 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1294 { 1239 {
1295 if (!sign->move_on) 1240 if (!sign->move_on)
1296 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1297 1242
1298 return; 1243 return;
1299 } 1244 }
1300 1245
1301 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1307 * 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
1308 * to us). 1253 * to us).
1309 */ 1254 */
1310 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)
1311 { 1256 {
1312 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1313 return; 1258 return;
1314 } 1259 }
1315 1260
1316 if (op->contr) 1261 if (op->contr)
1317 if (client *ns = op->contr->ns) 1262 if (client *ns = op->contr->ns)
1318 { 1263 {
1264 if (sign->sound)
1319 ns->play_sound (sign->sound); 1265 ns->play_sound (sign->sound);
1320 msgType = get_readable_message_type (sign); 1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1321 1268
1322 if (ns->can_msg) 1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1323 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1324 else
1325 {
1326 char newbuf[HUGE_BUF];
1327 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1328 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1329 }
1330 } 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);
1331} 1303}
1332 1304
1333/** 1305/**
1334 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1335 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1349 return; 1321 return;
1350 1322
1351 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1352 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1353 */ 1325 */
1354 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1355 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1356 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1357 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1358 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1359 */ 1331 */
1366 1338
1367 recursion_depth++; 1339 recursion_depth++;
1368 if (trap->head) 1340 if (trap->head)
1369 trap = trap->head; 1341 trap = trap->head;
1370 1342
1371 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)))
1372 goto leave;
1373
1374 switch (trap->type) 1344 switch (trap->type)
1375 { 1345 {
1376 case PLAYERMOVER: 1346 case PLAYERMOVER:
1377 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:
1378 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1379 if (!trap->stats.maxsp) 1420 if (!trap->value)
1380 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1381 1423
1382 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1383 * 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
1384 */ 1439 */
1385 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1386 1441
1387 /* 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)
1388 * above with some objects have zero speed, and thus the player 1443 {
1389 * 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 }
1390 */ 1453 }
1391 if (victim->speed_left < -50.f) 1454 break;
1392 victim->speed_left = -50.f;
1393 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1394 } 1455 }
1395 goto leave;
1396 1456
1397 case SPINNER: 1457 case CONVERTER:
1398 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1399 {
1400 victim->direction = absdir (victim->direction - trap->stats.sp);
1401 update_turn_face (victim);
1402 }
1403 goto leave;
1404
1405 case DIRECTOR:
1406 if (victim->direction && !should_director_abort (trap, victim))
1407 {
1408 victim->direction = trap->stats.sp;
1409 update_turn_face (victim);
1410 }
1411 goto leave;
1412
1413 case BUTTON:
1414 case PEDESTAL:
1415 update_button (trap);
1416 goto leave;
1417
1418 case ALTAR:
1419 /* sacrifice victim on trap */
1420 apply_altar (trap, victim, originator);
1421 goto leave;
1422
1423 case THROWN_OBJ:
1424 if (trap->inv == NULL)
1425 goto leave;
1426 /* fallthrough */
1427
1428 case ARROW:
1429 /* bad bug: monster throw a object, make a step forwards, step on object ,
1430 * trigger this here and get hit by own missile - and will be own enemy.
1431 * Victim then is his own enemy and will start to kill herself (this is
1432 * removed) but we have not synced victim and his missile. To avoid senseless
1433 * action, we avoid hits here
1434 */
1435 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1436 hit_with_arrow (trap, victim);
1437 goto leave;
1438
1439 case SPELL_EFFECT:
1440 apply_spell_effect (trap, victim);
1441 goto leave;
1442
1443 case TRAPDOOR:
1444 {
1445 int max, sound_was_played;
1446 object *ab, *ab_next;
1447
1448 if (!trap->value)
1449 { 1459 {
1450 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1451 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1452 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1453 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1454 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1455
1456 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1457 goto leave;
1458
1459 SET_ANIMATION (trap, trap->value);
1460 update_object (trap, UP_OBJ_FACE);
1461 } 1462 }
1462 1463
1463 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))
1464 { 1486 {
1465 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1466 * ab->above would be bogus 1488 * players output.
1467 */ 1489 */
1468 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1469 1492
1470 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1471 { 1494 victim->enter_exit (trap);
1472 if (!sound_was_played)
1473 {
1474 trap->play_sound (sound_find ("fall_hole"));
1475 sound_was_played = 1;
1476 }
1477
1478 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1479 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1480 }
1481 } 1495 }
1482 goto leave; 1496 break;
1483 }
1484 1497
1485 case CONVERTER:
1486 if (convert_item (victim, trap) < 0)
1487 {
1488 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1489 get_archetype ("burnout")->insert_at (trap, trap);
1490 }
1491
1492 goto leave;
1493
1494 case TRIGGER_BUTTON:
1495 case TRIGGER_PEDESTAL:
1496 case TRIGGER_ALTAR:
1497 check_trigger (trap, victim);
1498 goto leave;
1499
1500 case DEEP_SWAMP:
1501 walk_on_deep_swamp (trap, victim);
1502 goto leave;
1503
1504 case CHECK_INV:
1505 check_inv (victim, trap);
1506 goto leave;
1507
1508 case HOLE:
1509 /* Hole not open? */
1510 if (trap->stats.wc > 0)
1511 goto leave;
1512
1513 /* Is this a multipart monster and not the head? If so, return.
1514 * Processing will happen if the head runs into the pit
1515 */
1516 if (victim->head)
1517 goto leave;
1518
1519 victim->play_sound (sound_find ("fall_hole"));
1520 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1521 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1522 goto leave;
1523
1524 case EXIT:
1525 if (victim->type == PLAYER && EXIT_PATH (trap))
1526 {
1527 /* Basically, don't show exits leading to random maps the
1528 * players output.
1529 */
1530 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1531 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1532
1533 victim->enter_exit (trap);
1534 }
1535 goto leave;
1536
1537 case ENCOUNTER: 1498 case ENCOUNTER:
1538 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1539 goto leave; 1500 break;
1540 1501
1541 case SHOP_MAT: 1502 case SHOP_MAT:
1542 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1543 goto leave; 1504 break;
1544 1505
1545 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1546 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1547 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1548 goto leave; 1509 break;
1549 1510
1550 case SIGN: 1511 case SIGN:
1551 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1552 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1553 1514
1554 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1555 goto leave; 1516 break;
1556 1517
1557 case CONTAINER: 1518 case CONTAINER:
1558 apply_container (victim, trap); 1519 apply_container (victim, trap);
1559 goto leave; 1520 break;
1560 1521
1561 case RUNE: 1522 case RUNE:
1562 case TRAP: 1523 case TRAP:
1563 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1564 {
1565 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1566 } 1526 break;
1567 goto leave;
1568 1527
1569 default: 1528 default:
1570 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 "
1571 "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);
1572 goto leave; 1531 break;
1573 } 1532 }
1574 1533
1575leave:
1576 recursion_depth--; 1534 recursion_depth--;
1577} 1535}
1578 1536
1579/** 1537/**
1580 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1585 int lev_diff; 1543 int lev_diff;
1586 object *skill_ob; 1544 object *skill_ob;
1587 1545
1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1589 { 1547 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1591 return; 1549 return;
1592 } 1550 }
1593 1551
1594 if (!tmp->msg) 1552 if (!tmp->msg)
1595 { 1553 {
1596 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));
1597 return; 1555 return;
1598 } 1556 }
1599 1557
1600 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1602 if (!skill_ob) 1560 if (!skill_ob)
1603 { 1561 {
1604 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>"); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return; 1563 return;
1606 } 1564 }
1607 1565
1608 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1610 { 1568 {
1611 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1612 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."
1613 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1614 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."
1615 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1617 else if (lev_diff < 8)
1618 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1619 else if (lev_diff < 15)
1620 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1621 else
1622 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1623 return; 1575 return;
1624 } 1576 }
1625 1577
1578 // we currently don't use the message types for anything.
1626 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1580
1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1627 1582
1628 if (player *pl = op->contr) 1583 if (player *pl = op->contr)
1629 if (client *ns = pl->ns) 1584 if (client *ns = pl->ns)
1630 if (ns->can_msg) 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1631 {
1632 dynbuf_text buf;
1633 buf << long_desc (tmp, op)
1634 << "\n\n"
1635 << tmp->msg
1636 << '\0';
1637 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1638 }
1639 else
1640 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1641 msgType->message_type, msgType->message_subtype,
1642 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1643 long_desc (tmp, op), &tmp->msg);
1644 1586
1645 /* gain xp from reading */ 1587 /* gain xp from reading */
1646 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1647 { /* only if not read before */ 1589 { /* only if not read before */
1648 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1650 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1651 { 1593 {
1652 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1653 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1654 1596
1655 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1656 if (tmp->env)
1657 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1658 else
1659 op->contr->ns->floorbox_update ();
1660 } 1599 }
1661 1600
1662 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1663 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 */
1664 } 1603 }
1665} 1604}
1666 1605
1667/** 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/**
1668 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1669 * 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
1670 */ 1662 */
1671static void 1663static void
1672apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1673{ 1665{
1674 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1675 { 1667 {
1676 case 0: 1668 case 0:
1677 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1678 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)));
1679 return; 1671 break;
1680 1672
1681 case 1: 1673 case 1:
1682 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1683 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));
1684 return; 1677 break;
1685 1678
1686 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1687 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)));
1688 decrease_ob (tmp);
1689 return; 1683 break;
1690 } 1684 }
1691} 1685}
1692 1686
1693/** 1687/**
1694 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1744 { 1738 {
1745 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1746 return; 1740 return;
1747 } 1741 }
1748 1742
1749 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));
1750 player_unready_range_ob (op->contr, spob);
1751 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1752 spob->destroy (); 1745 spob->destroy ();
1753} 1746}
1754 1747
1755/** 1748/**
1762{ 1755{
1763 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1764 1757
1765 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1766 { 1759 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1768 return; 1761 return;
1769 } 1762 }
1770 1763
1771 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1772 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1773 * legacy spellbooks 1766 * legacy spellbooks
1774 */ 1767 */
1775 if (tmp->slaying) 1768 if (tmp->slaying)
1776 { 1769 {
1777 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1778 if (!spell) 1772 if (!spell)
1779 { 1773 {
1780 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));
1781 return; 1775 return;
1782 } 1776 }
1783 else 1777 else
1784 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1785 1779
1790 1784
1791 /* 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
1792 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1793 if (!skop) 1787 if (!skop)
1794 { 1788 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>"); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1796 return; 1790 return;
1797 } 1791 }
1798 1792
1799 spell = tmp->inv; 1793 spell = tmp->inv;
1800 1794
1801 if (!spell) 1795 if (!spell)
1802 { 1796 {
1803 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);
1804 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!"); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1805 return; 1799 return;
1806 } 1800 }
1807 1801
1808 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1809 { 1804 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<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));
1811 return; 1807 return;
1812 } 1808 }
1813 1809
1814 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));
1815 1811
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1817 {
1818 identify (tmp); 1813 identify (tmp);
1819
1820 if (tmp->env)
1821 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1822 else
1823 op->contr->ns->floorbox_update ();
1824 }
1825 1814
1826 /* 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
1827 * 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
1828 * 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
1829 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1830 */ 1819 */
1831 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1832 { 1821 {
1833 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\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");
1834 return; 1823 return;
1835 } 1824 }
1836 1825
1837 if (spell->skill) 1826 if (spell->skill)
1838 { 1827 {
1839 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1840 1829
1841 if (!spell_skill) 1830 if (!spell_skill)
1842 { 1831 {
1843 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));
1844 return; 1833 return;
1845 } 1834 }
1846 1835
1847 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1848 { 1837 {
1849 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));
1850 return; 1839 return;
1851 } 1840 }
1852 } 1841 }
1853 1842
1854 /* Logic as follows 1843 /* Logic as follows
1863 * 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
1864 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1865 */ 1854 */
1866 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1867 { 1856 {
1868 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!");
1869 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));
1870 } 1859 }
1871 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1872 (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])
1873 { 1862 {
1874 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1875 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1876 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1877 1865
1878 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1879 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1880 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);
1881 } 1869 }
1882 else 1870 else
1883 { 1871 {
1884 op->contr->play_sound (sound_find ("fumble_spell")); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1885 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or 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");
1886 } 1874 }
1887 1875
1888 decrease_ob (tmp); 1876 tmp->decrease ();
1889} 1877}
1890 1878
1891/** 1879/**
1892 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1893 */ 1881 */
1896{ 1884{
1897 object *skop; 1885 object *skop;
1898 1886
1899 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1900 { 1888 {
1901 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1902 return; 1890 return;
1903 } 1891 }
1904 1892
1905 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1906 { 1894 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1908 return; 1896 return;
1909 } 1897 }
1910 1898
1911 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1912 { 1900 {
1918 */ 1906 */
1919 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1920 1908
1921 if (!skop) 1909 if (!skop)
1922 { 1910 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>"); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1924 return; 1912 return;
1925 } 1913 }
1926 1914
1927 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1928 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1929 } 1917 }
1930 1918
1931 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1932 identify (tmp); 1920 identify (tmp);
1933 1921
1934 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));
1935 1923
1936 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1937 decrease_ob (tmp); 1925 tmp->decrease ();
1938} 1926}
1939 1927
1940/** 1928/**
1941 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1942 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1943 * chest. 1931 * chest.
1944 */ 1932 */
1945static void 1933static void
1946apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1947{ 1935{
1948 /* 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
1949 * 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
1950 * 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
1951 * 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
1952 * treasure 1940 * treasure
1953 */ 1941 */
1954 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1955 1943
1956 if (!treas) 1944 if (!treas)
1957 { 1945 {
1958 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1959 decrease_ob (tmp); 1947 tmp->decrease ();
1960 return; 1948 return;
1961 } 1949 }
1962 1950
1963 while (tmp->inv) 1951 while (tmp->inv)
1964 { 1952 {
1965 treas = tmp->inv; 1953 treas = tmp->inv;
1966
1967 treas->remove (); 1954 treas->remove ();
1968 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1969 1955
1970 treas->x = op->x; 1956 treas->x = op->x;
1971 treas->y = op->y; 1957 treas->y = op->y;
1972 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);
1973 1959
1974 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))
1975 spring_trap (treas, op); 1961 spring_trap (treas, op);
1976 1962
1977 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1978 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1979 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1980 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1981 */ 1967 */
1982 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1983 break; 1969 break;
1984 } 1970 }
1985 1971
1986 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1987 decrease_ob (tmp); 1973 tmp->decrease (true);
1988
1989}
1990
1991/**
1992 * op eats food.
1993 * If player, takes care of messages and dragon special food.
1994 */
1995static void
1996apply_food (object *op, object *tmp)
1997{
1998 int capacity_remaining;
1999
2000 if (op->type != PLAYER)
2001 op->stats.hp = op->stats.maxhp;
2002 else
2003 {
2004 /* check if this is a dragon (player), eating some flesh */
2005 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2006 ;
2007 else
2008 {
2009 /* usual case - no dragon meal: */
2010 if (op->stats.food + tmp->stats.food > 999)
2011 {
2012 if (tmp->type == FOOD || tmp->type == FLESH)
2013 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2014 else
2015 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2016 }
2017
2018 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2019 {
2020 char buf[MAX_BUF];
2021
2022 if (!is_dragon_pl (op))
2023 {
2024 /* eating message for normal players */
2025 if (tmp->type == DRINK)
2026 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2027 else
2028 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2029 }
2030 else
2031 {
2032 /* eating message for dragon players */
2033 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2034 }
2035
2036 new_draw_info (NDI_UNIQUE, 0, op, buf);
2037 capacity_remaining = 999 - op->stats.food;
2038 op->stats.food += tmp->stats.food;
2039 if (capacity_remaining < tmp->stats.food)
2040 op->stats.hp += capacity_remaining / 50;
2041 else
2042 op->stats.hp += tmp->stats.food / 50;
2043 if (op->stats.hp > op->stats.maxhp)
2044 op->stats.hp = op->stats.maxhp;
2045 if (op->stats.food > 999)
2046 op->stats.food = 999;
2047 }
2048
2049 /* special food hack -b.t. */
2050 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2051 eat_special_food (op, tmp);
2052 }
2053 }
2054
2055 handle_apply_yield (tmp);
2056 decrease_ob (tmp);
2057} 1974}
2058 1975
2059/** 1976/**
2060 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2061 * 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.
2064 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2065 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2066 * return: 1983 * return:
2067 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2068 */ 1985 */
2069int 1986static int
2070dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2071{ 1988{
2072 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2073 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2074 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2075 1992
2076 char buf[MAX_BUF]; /* tmp. string buffer */
2077 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2078 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2079 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2080 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2081 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2082 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2083 int i; /* index */ 1999 int i; /* index */
2084 2000
2085 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2086 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2087 return 0; 2003 return 0;
2088 2004
2089 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2090 from the player's inventory */ 2006 from the player's inventory */
2091 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2099 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2100 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2101 return 0; 2017 return 0;
2102 2018
2103 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2104 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2105 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2106 else 2022 else
2107 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2108 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2109 op->stats.hp = op->stats.maxhp;
2110
2111 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2112 2027
2113 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2114 2029
2115 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2116 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2126 2041
2127 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2128 flesh is too rare */ 2043 flesh is too rare */
2129 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2130 2045
2131 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2132 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2133 2048
2134 if (chance >= 0.) 2049 if (chance >= 0.)
2135 chance += 1.; 2050 chance += 1.;
2136 else 2051 else
2137 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2138 2053
2139 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2140 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2141 2056
2142 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2143 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2144 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2145 2060
2146 /* 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!) */
2147 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2148 { 2063 {
2149 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2150 winners++; 2065 winners++;
2151 } 2066 }
2152 2067
2157 } 2072 }
2158 } 2073 }
2159 2074
2160 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2162 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2163 if (totalchance > 50.) 2080 if (totalchance > 50.)
2164 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2166 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2168 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2170 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2172 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2092 else
2176 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2178 2096
2179 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2180 i = -1; 2098 i = -1;
2181 if (winners > 0) 2099 if (winners > 0)
2182 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2183 2101
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2185 { 2103 {
2186 /* resistance increased! */ 2104 /* resistance increased! */
2187 skin->resist[i]++; 2105 skin->resist[i]++;
2188 op->update_stats (); 2106 op->update_stats ();
2189 2107
2190 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]));
2191 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2192 } 2109 }
2193 2110
2194 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2195 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 */
2196 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)
2197 { 2114 {
2198 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> */
2199 2116
2200 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
2201 { 2123 ));
2202 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2203 new_draw_info (NDI_UNIQUE, 0, op, buf);
2204 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2205 new_draw_info (NDI_UNIQUE, 0, op, buf);
2206 }
2207 else 2124 else
2208 { 2125 {
2209 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]));
2210 new_draw_info (NDI_UNIQUE, 0, op, buf);
2211 abil->last_eat = 0; 2127 abil->last_eat = 0;
2212 } 2128 }
2213 } 2129 }
2130
2214 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 ();
2215} 2206}
2216 2207
2217/** 2208/**
2218 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2219 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2223{ 2214{
2224 object *armor; 2215 object *armor;
2225 2216
2226 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & 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))
2227 { 2218 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>"); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2229 return; 2220 return;
2230 } 2221 }
2231 2222
2232 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2233 2224
2234 if (!armor) 2225 if (!armor)
2235 { 2226 {
2236 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2237 return; 2228 return;
2238 } 2229 }
2239 2230
2240 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2241 && armor->type != CLOAK 2232 && armor->type != CLOAK
2242 && 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)
2243 { 2234 {
2244 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2245 return; 2236 return;
2246 } 2237 }
2247 2238
2248 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2249 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2250} 2241}
2251 2242
2252extern void 2243void
2253apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2254{ 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
2255 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2256 { 2252 {
2257 op->contr->play_sound (sound_find ("drink_poison")); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2258 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2259 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2260 } 2256 }
2261 2257
2262 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2263 { 2259 {
2264 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);
2265 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 } 2262 }
2267 2263
2268 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2269 handle_apply_yield (tmp); 2265 poison->destroy ();
2270 decrease_ob (tmp);
2271} 2266}
2272 2267
2273/** 2268/**
2274 * 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
2275 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2276 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2277 * -You are
2278 * ° the owner of the exit
2279 * ° or in the same party as the owner
2280 * 2272 *
2281 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2282 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2283 * 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
2284 */ 2276 */
2285int 2277static object *
2286is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2287{ 2279{
2288 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2289 return 1; /*This is not a 2 way, so it is legal */
2290
2291#if 0 //TODO
2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2293 return 0; /* This is a reset town portal */
2294#endif
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 { 2281 {
2300 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 { 2283 {
2309 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 { 2285 {
2332 if (!pp->ob) 2286 lighter = tmp;
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break; 2287 break;
2340 } 2288 }
2289 }
2341 2290
2342 if (!exit_owner) 2291 if (!lighter)
2343 return 0; /* No more owner */ 2292 {
2344 2293 who->failmsg (format (
2345 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2346 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2347 2296 &op->name));
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0; 2297 return 0;
2298 }
2299 }
2353 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));
2354 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2355 } 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
2356 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2357 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)
2358 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 ();
2359} 2613}
2360 2614
2361/** 2615/**
2362 * Main apply handler. 2616 * Main apply handler.
2363 * 2617 *
2366 * Return value: 2620 * Return value:
2367 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2368 * 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
2369 * 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
2370 * 2624 *
2371 * 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
2372 * being applied. 2626 * being applied.
2373 * 2627 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2376 */ 2630 */
2377int 2631static int
2378manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2379{ 2633{
2380 if (tmp->head) 2634 op = op->head_ ();
2381 tmp = tmp->head;
2382 2635
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2384 { 2637 {
2385 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2386 { 2639 {
2640 examine (who, op);
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>"); 2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2388 return 1; 2642 return 1;
2389 } 2643 }
2390 else 2644 else
2391 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2392 } 2646 }
2393 2647
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2395 return RESULT_INT (0); 2649 return RESULT_INT (0);
2396 2650
2397 switch (tmp->type) 2651 switch (op->type)
2398 { 2652 {
2399 case CF_HANDLE: 2653 case T_HANDLE:
2400 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2401 op->play_sound (sound_find ("turn_handle")); 2654 who->play_sound (sound_find ("turn_handle"));
2655 who->statusmsg ("You turn the handle.");
2402 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2403 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2404 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2405 push_button (tmp); 2659 push_button (op, who);
2406 return 1; 2660 return 1;
2407 2661
2408 case TRIGGER: 2662 case TRIGGER:
2409 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2410 { 2664 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2412 op->play_sound (sound_find ("turn_handle")); 2666 who->play_sound (sound_find ("turn_handle"));
2413 } 2667 }
2414 else 2668 else
2415 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2416 2670
2417 return 1; 2671 return 1;
2418 2672
2419 case EXIT: 2673 case EXIT:
2420 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2421 return 0; 2675 return 0;
2422 2676
2423 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2424 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)));
2425 else 2679 else
2426 { 2680 {
2427 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2428 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2429 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2430 2684
2431 op->enter_exit (tmp); 2685 who->enter_exit (op);
2432 } 2686 }
2433 2687
2434 return 1; 2688 return 1;
2435 2689
2436 case INSCRIBABLE: 2690 case INSCRIBABLE:
2437 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 2691 who->statusmsg (op->msg);
2438 // maybe show a spell menu to chose from or something like that 2692 // maybe show a spell menu to chose from or something like that
2439 return 1; 2693 return 1;
2440 2694
2441 case SIGN: 2695 case SIGN:
2442 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2443 return 1; 2697 return 1;
2444 2698
2445 case BOOK: 2699 case BOOK:
2446 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2447 { 2701 {
2448 apply_book (op, tmp); 2702 apply_book (who, op);
2449 return 1; 2703 return 1;
2450 } 2704 }
2451 else 2705 else
2452 return 0; 2706 return 0;
2453 2707
2454 case SKILLSCROLL: 2708 case SKILLSCROLL:
2455 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2456 { 2710 {
2457 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2458 return 1; 2712 return 1;
2459 } 2713 }
2460 else 2714 else
2461 return 0; 2715 return 0;
2462 2716
2463 case SPELLBOOK: 2717 case SPELLBOOK:
2464 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2465 { 2719 {
2466 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2467 return 1; 2721 return 1;
2468 } 2722 }
2469 else 2723 else
2470 return 0; 2724 return 0;
2471 2725
2472 case SCROLL: 2726 case SCROLL:
2473 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2474 return 1; 2728 return 1;
2475 2729
2476 case POTION: 2730 case POTION:
2477 apply_potion (op, tmp); 2731 apply_potion (who, op);
2478 return 1; 2732 return 1;
2479 2733
2480 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2481 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2482 case CLOSE_CON: 2736 case CLOSE_CON:
2483 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2484 return 1; 2738 return 1;
2485 2739
2486 case CONTAINER: 2740 case CONTAINER:
2487 apply_container (op, tmp); 2741 apply_container (who, op);
2488 return 1; 2742 return 1;
2489 2743
2490 case TREASURE: 2744 case TREASURE:
2491 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2492 { 2746 {
2493 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2494 return 1; 2748 return 1;
2495 } 2749 }
2496 else 2750 else
2497 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2498 2757
2499 case WEAPON: 2758 case WEAPON:
2500 case ARMOUR: 2759 case ARMOUR:
2501 case BOOTS: 2760 case BOOTS:
2502 case GLOVES: 2761 case GLOVES:
2509 case CLOAK: 2768 case CLOAK:
2510 case WAND: 2769 case WAND:
2511 case ROD: 2770 case ROD:
2512 case HORN: 2771 case HORN:
2513 case SKILL: 2772 case SKILL:
2773 case SPELL:
2514 case BOW: 2774 case BOW:
2515 case LAMP: 2775 case RANGED:
2516 case BUILDER: 2776 case BUILDER:
2517 case SKILL_TOOL: 2777 case SKILL_TOOL:
2518 if (tmp->env != op) 2778 if (op->env != who)
2519 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)));
2520 2780 else
2521 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2522 return 1; 2783 return 1;
2523 2784
2524 case DRINK: 2785 case DRINK:
2525 case FOOD: 2786 case FOOD:
2526 case FLESH: 2787 case FLESH:
2527 apply_food (op, tmp); 2788 apply_food (who, op);
2528 return 1; 2789 return 1;
2529 2790
2530 case POISON: 2791 case POISON:
2531 apply_poison (op, tmp); 2792 apply_poison (who, op);
2532 return 1; 2793 return 1;
2533 2794
2534 case SAVEBED: 2795 case SAVEBED:
2535 return 1; 2796 return 1;
2536 2797
2537 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2538 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2539 { 2800 {
2540 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2541 return 1; 2802 return 1;
2542 } 2803 }
2543 else 2804 else
2544 return 0; 2805 return 0;
2545 2806
2546 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2547 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2548 return 1; 2809 return 1;
2549 2810
2550 case CLOCK: 2811 case CLOCK:
2551 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2552 { 2813 {
2553 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2554 timeofday_t tod; 2815 timeofday_t tod;
2555 2816
2556 get_tod (&tod); 2817 get_tod (&tod);
2557 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2560 op->play_sound (sound_find ("sound_clock")); 2818 who->play_sound (sound_find ("sound_clock"));
2561 new_draw_info (NDI_UNIQUE, 0, op, buf); 2819 who->statusmsg (format (
2820 "It is %d minute%s past %d o'clock %s",
2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2823 ));
2562 return 1; 2824 return 1;
2563 } 2825 }
2564 else 2826 else
2565 return 0; 2827 return 0;
2566 2828
2567 case MENU: 2829 case MENU:
2568 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2569 { 2831 {
2570 shop_listing (tmp, op); 2832 shop_listing (op, who);
2571 return 1; 2833 return 1;
2572 } 2834 }
2573 else 2835 else
2574 return 0; 2836 return 0;
2575 2837
2576 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2577 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2578 return 1; 2840 return 1;
2579 2841
2580 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2582 { 2844 {
2583 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2584 return 1; 2846 return 1;
2585 } 2847 }
2586 else 2848 else
2587 return 0; 2849 return 0;
2588 2850
2589 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2590 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2591 return 1; 2853 return 1;
2592 2854
2593 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2594 return 0; 2857 return 0;
2595 } 2858 }
2596} 2859}
2597 2860
2598 2861/*
2599/* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages.
2602 *
2603 * Same return value as apply() function. 2862 * Same return value as apply() function.
2604 */ 2863 */
2605int 2864bool
2606player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2607{ 2866{
2608 int tmp;
2609
2610 if (op->env && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2611 { 2868 {
2612 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2613 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2614 { 2871 {
2615 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 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.>");
2616 return 0; 2875 return 0;
2617 } 2876 }
2618 } 2877 }
2619 2878
2620 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2621 2880
2622 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2623 if (!quiet)
2624 {
2625 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2627 else if (tmp == 2)
2628 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2629 }
2630
2631 return tmp;
2632} 2882}
2633 2883
2634/** 2884/**
2635 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2636 * 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
2647 * 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
2648 * 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
2649 * 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
2650 * not return a proper value. 2900 * not return a proper value.
2651 */ 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?
2652 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)
2653 { 2905 {
2654 next = tmp->below; 2906 next = tmp->below;
2655 2907
2656 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2657 floors++;
2658 else if (floors > 0)
2659 return; /* process only floor objects after first floor object */
2660
2661 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2662 * person moving on it, also activate. Added code to make it
2663 * so that at least one of players movement types be that which
2664 * the item needs.
2665 */ 2909 */
2666 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2667 {
2668 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2669 return; 2912 break;
2670 } 2913
2671 if (floors >= 2) 2914 break;
2672 return; /* process at most two floor objects */
2673 } 2915 }
2674} 2916}
2675 2917
2676/** 2918/**
2677 * Unapplies specified item. 2919 * Unapplies specified item.
2684{ 2926{
2685 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))
2686 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2687 return RESULT_INT (0); 2929 return RESULT_INT (0);
2688 2930
2689 CLEAR_FLAG (op, FLAG_APPLIED); 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2933
2934 op->flag [FLAG_APPLIED] = false;
2690 2935
2691 switch (op->type) 2936 switch (op->type)
2692 { 2937 {
2693 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
2694 // 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
2695 // 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
2696 // be used for other reasons 2956 // be used for other reasons
2697 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2698 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2699 && tmp->type == SKILL
2700 && tmp->flag [FLAG_APPLIED]
2701 && !tmp->flag [FLAG_CAN_USE_SKILL])
2702 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2703 2960
2704 change_abil (who, op);
2705 break; 2961 break;
2706 2962
2963 case BOW:
2707 case WEAPON: 2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2708 if (player *pl = who->contr) 2968 if (player *pl = who->contr)
2709 if (op == pl->combat_ob)
2710 {
2711 pl->combat_ob = 0;
2712 who->change_weapon (pl->ranged_ob);
2713 }
2714
2715 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2716
2717 change_abil (who, op);
2718 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2719 break;
2720
2721 case SKILL:
2722 if (who->contr)
2723 { 2969 {
2724 if (!op->invisible) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2725 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;
2726 else 2979 else
2727 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;
2728 } 2981 }
2729 2982
2730 change_abil (who, op);
2731 CLEAR_FLAG (who, FLAG_READY_SKILL);
2732 break; 2983 break;
2733 2984
2734 case ARMOUR: 2985 case ARMOUR:
2735 case HELMET: 2986 case HELMET:
2736 case SHIELD: 2987 case SHIELD:
2739 case GLOVES: 2990 case GLOVES:
2740 case AMULET: 2991 case AMULET:
2741 case GIRDLE: 2992 case GIRDLE:
2742 case BRACERS: 2993 case BRACERS:
2743 case CLOAK: 2994 case CLOAK:
2744 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2745 change_abil (who, op); 2996 change_abil (who, op);
2746 break; 2997 break;
2747 2998
2748 case LAMP: 2999 case SPELL:
2749 {
2750 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2751
2752 object *tmp2 = arch_to_object (op->other_arch);
2753 tmp2->x = op->x;
2754 tmp2->y = op->y;
2755 tmp2->map = op->map;
2756 tmp2->below = op->below;
2757 tmp2->above = op->above;
2758 tmp2->stats.food = op->stats.food;
2759 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2760
2761 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2762 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2763
2764 if (who->contr)
2765 esrv_del_item (who->contr, op->count);
2766
2767 op->destroy ();
2768 insert_ob_in_ob (tmp2, who);
2769 who->update_stats ();
2770
2771 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2772 {
2773 if (who->contr)
2774 {
2775 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779
2780 if (who->contr)
2781 esrv_send_item (who, tmp2);
2782 }
2783
2784 return 1; /* otherwise, an attempt to drop causes problems */
2785
2786 case BOW: 3000 case BUILDER:
2787 case WAND: 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 case ROD:
2789 case HORN:
2790 if (player *pl = who->contr)
2791 {
2792 if (op == pl->ranged_ob)
2793 {
2794 pl->ranged_ob = 0;
2795 who->change_weapon (pl->combat_ob);
2796 }
2797
2798 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2799 }
2800 else
2801 {
2802 who->change_skill (0);
2803
2804 if (op->type == BOW)
2805 CLEAR_FLAG (who, FLAG_READY_BOW);
2806 else
2807 CLEAR_FLAG (who, FLAG_READY_RANGE);
2808 }
2809
2810 break; 3002 break;
2811 3003
2812 case BUILDER: 3004 //case SKILL_TOOL://TODO
2813 if (who->contr) 3005 default:
2814 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2815 break; 3007 break;
2816
2817 default:
2818 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2819 break;
2820 } 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);
2821 3013
2822 who->update_stats (); 3014 who->update_stats ();
2823
2824 if (!(aflags & AP_NO_MERGE))
2825 {
2826 object *tmp = merge_ob (op, 0);
2827
2828 if (who->contr)
2829 {
2830 if (tmp)
2831 { /* it was merged */
2832 esrv_del_item (who->contr, op->count);
2833 op = tmp;
2834 }
2835
2836 esrv_send_item (who, op);
2837 }
2838 }
2839 3015
2840 return 0; 3016 return 0;
2841} 3017}
2842 3018
2843/** 3019/**
2857static object * 3033static object *
2858get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2859{ 3035{
2860 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2861 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2862 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2863 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2864 return tmp; 3040 return tmp;
2865 3041
2866 return 0; 3042 return 0;
2867} 3043}
2868 3044
2881#define CANNOT_REMOVE_CURSED \ 3057#define CANNOT_REMOVE_CURSED \
2882 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2883 "Praying over an altar, scrolls of remove curse/damnation, " \ 3059 "Praying over an altar, scrolls of remove curse/damnation, " \
2884 "priests or even other players might help.>" 3060 "priests or even other players might help.>"
2885 3061
2886int 3062static int
2887unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2888{ 3064{
2889 if (op->is_range ()) 3065 if (op->is_range ())
2890 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2891 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2892 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)))
2893 { 3069 {
2894 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
2895 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
2896 else 3072 else
2897 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
2898 } 3074 }
2899 else 3075 else
2900 { 3076 {
2901 /* 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.
2902 * 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
2903 * at least generate the message. 3079 * at least generate the message.
2904 */ 3080 */
2905 new_draw_info_format (NDI_UNIQUE, 0, who, 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2906 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2907 query_name (tmp));
2908 return 1; 3082 return 1;
2909 } 3083 }
2910 3084
2911 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2912 { 3086 {
2935 3109
2936 /* 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 */
2937 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))))
2938 { 3112 {
2939 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
2940 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
2941 else 3115 else
2942 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
2943 } 3117 }
2944 else 3118 else
2945 { 3119 {
2946 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
2947 * 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,
2948 * 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
2949 * one cursed ring.) 3123 * one cursed ring.)
2950 */ 3124 */
2951 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2952 } 3126 }
2953 3127
2954 last = tmp->below; 3128 last = tmp->below;
2955 } 3129 }
2956 /* 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
3015 continue; 3189 continue;
3016 } 3190 }
3017 3191
3018 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3019 if (!tmp1) 3193 if (!tmp1)
3020 {
3021#if 0
3022 /* This is sort of an error, but happens a lot when old players
3023 * join in with more stuff equipped than they are now allowed.
3024 */
3025 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3026#endif
3027 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3028 }
3029 else 3195 else
3030 { 3196 {
3031 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3032 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3033 * to apply multiple objects 3199 * to apply multiple objects
3084 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3085 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3086 } 3252 }
3087 3253
3088 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;
3089} 3344}
3090 3345
3091/** 3346/**
3092 * 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.
3093 * 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,
3116 " H<You lack enough unused item power to use this weapon, see the skills command.>" 3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3117 3372
3118int 3373int
3119apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3120{ 3375{
3121 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3122 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3123 3378
3124 if (who == NULL) 3379 if (who == NULL)
3125 { 3380 {
3126 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3137 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3138 return 0; 3393 return 0;
3139 3394
3140 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)))
3141 { 3396 {
3142 new_draw_info_format (NDI_UNIQUE, 0, who, 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3143 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3144 query_name (op));
3145 return 1; 3398 return 1;
3146 } 3399 }
3147 3400
3148 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3149 } 3402 }
3150
3151 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3152 return 0; 3404 return 0;
3153
3154 // if the item is combat/ranged, wield the relevant slot first
3155 // to resolve conflicts.
3156 if (player *pl = who->contr)
3157 switch (op->slottype ())
3158 {
3159 case slot_combat: who->change_weapon (pl->combat_ob); break;
3160 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3161 }
3162 3405
3163 splay (op); 3406 splay (op);
3164 3407
3165 /* 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 */
3166 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3167 { 3410 {
3168 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3169 { 3412 {
3170 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3171 "You don't have the body to use a %s. H<You can never apply this item.>",
3172 query_name (op));
3173 return 1; 3414 return 1;
3174 } 3415 }
3175 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3176 { 3417 {
3177 new_draw_info_format (NDI_UNIQUE, 0, who, 3418 who->failmsg (format (
3178 "You have a prohibition against using a %s. " 3419 "You have a prohibition against using a %s. "
3179 "H<Your belief, profession or class prevents you from applying this item.>", 3420 "H<Your belief, profession or class prevents you from applying this item.>",
3180 query_name (op)); 3421 query_name (op)
3422 ));
3181 return 1; 3423 return 1;
3182 } 3424 }
3183 3425
3184 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3185 { 3427 {
3189 } 3431 }
3190 else 3432 else
3191 { 3433 {
3192 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))
3193 { 3435 {
3194 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:");
3195 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3196 return 1; 3438 return 1;
3197 } 3439 }
3198 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))
3199 if (unapply_for_ob (who, op, aflags)) 3441 if (unapply_for_ob (who, op, aflags))
3201 } 3443 }
3202 } 3444 }
3203 3445
3204 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3205 { 3447 {
3448 // try to ready attached skill first
3206 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3207 3450
3208 if (!skop) 3451 if (!skop)
3209 { 3452 {
3210 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));
3211 return 1; 3454 return 1;
3212 } 3455 }
3213 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3214 /* While experience will be credited properly, we want to change the
3215 * skill so that the dam and wc get updated
3216 */ 3457 {
3217 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3218 } 3459 return 1;
3219 3460 }
3220 if (who->type == PLAYER
3221 && op->item_power
3222 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3223 { 3461 }
3224 new_draw_info (NDI_UNIQUE, 0, who, 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3225 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3226 return 1; 3466 return 1;
3227 } 3467 }
3228 3468
3229 /* 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.
3230 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3231 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3232 */ 3472 */
3233 if (op->nrof > 1) 3473
3234 tmp = get_split_ob (op, op->nrof - 1); 3474 // split away all the other items from the stack, so only one item is left
3235 else 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3236 tmp = 0;
3237 3476
3238 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)))
3239 return RESULT_INT (0); 3478 return RESULT_INT (0);
3240 3479
3241 switch (op->type) 3480 switch (op->type)
3242 { 3481 {
3243 case WEAPON: 3482 case WEAPON:
3244 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3245 {
3246 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3247 "It would consume your soul!." LACK_ITEM_POWER);
3248
3249 if (tmp)
3250 insert_ob_in_ob (tmp, who);
3251
3252 return 1;
3253 }
3254
3255 //TODO: this obviously fails for players using a shorter prefix
3256 // i.e. "R" can use Ragnarok's sword.
3257 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3258 { 3484 {
3259 /* 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. */
3260 /* (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) */
3261 new_draw_info (NDI_UNIQUE, 0, who,
3262 "The weapon does not recognize you as its owner. " 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3263 "H<Its name indicates that it belongs to somebody else.>"); 3488 "H<Its name indicates that it belongs to somebody else.>");
3264 3489 if (tmp) who->insert (tmp);
3265 if (tmp)
3266 insert_ob_in_ob (tmp, who);
3267
3268 return 1; 3490 return 1;
3269 } 3491 }
3270 3492
3271 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3272 { 3496 {
3273 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)));
3274 return 1; 3498 change_abil (who, op);
3275 } 3499 }
3276 3500 else
3277 SET_FLAG (op, FLAG_APPLIED);
3278 who->change_skill (skop); 3501 who->change_skill (skop);
3279 3502
3280 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3281 who->change_weapon (who->contr->combat_ob = op);
3282
3283 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3284
3285 SET_FLAG (who, FLAG_READY_WEAPON);
3286 change_abil (who, op);
3287 break; 3504 break;
3288 3505
3289 case ARMOUR: 3506 case ARMOUR:
3290 case HELMET: 3507 case HELMET:
3291 case SHIELD: 3508 case SHIELD:
3295 case BRACERS: 3512 case BRACERS:
3296 case CLOAK: 3513 case CLOAK:
3297 case RING: 3514 case RING:
3298 case AMULET: 3515 case AMULET:
3299 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3300 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3301 change_abil (who, op); 3518 change_abil (who, op);
3302 break; 3519 break;
3303 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
3304 case LAMP: 3528 case SKILL:
3305 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3306 { 3530 {
3307 new_draw_info_format (NDI_UNIQUE, 0, who, 3531 // skill is used on it's own, as opposed to being a chosen_skill
3308 "Your %s is out of fuel! " 3532
3309 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name); 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);
3310 return 1; 3584 return 1;
3311 } 3585 }
3312 3586
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3587 if (player *pl = who->contr)
3314 tmp2 = arch_to_object (op->other_arch);
3315 tmp2->stats.food = op->stats.food;
3316 SET_FLAG (tmp2, FLAG_APPLIED);
3317
3318 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3319 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3320
3321 insert_ob_in_ob (tmp2, who);
3322
3323 /* Remove the old lantern */
3324 if (who->type == PLAYER)
3325 esrv_del_item (who->contr, op->count);
3326
3327 op->destroy ();
3328
3329 /* insert the portion that was split off */
3330 if (tmp)
3331 { 3588 {
3332 insert_ob_in_ob (tmp, who);
3333 if (who->type == PLAYER)
3334 esrv_send_item (who, tmp);
3335 }
3336
3337 who->update_stats ();
3338
3339 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3340 if (who->type == PLAYER)
3341 {
3342 new_draw_info (NDI_UNIQUE, 0, who,
3343 "Oops, it feels deadly cold! "
3344 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3345 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3346 }
3347
3348 if (who->type == PLAYER)
3349 esrv_send_item (who, tmp2);
3350
3351 return 0;
3352
3353 case SKILL_TOOL:
3354 // applying a skill tool also readies the skill
3355 SET_FLAG (op, FLAG_APPLIED);
3356
3357 if (!(aflags & AP_NO_READY))
3358 {
3359 skop = find_skill_by_name (who, op->skill);
3360 if (!skop->flag [FLAG_APPLIED]) 3589 op->flag [FLAG_APPLIED] = true;
3361 apply_special (who, skop, AP_APPLY); 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3362 } 3592 }
3363 break; 3593 break;
3364 3594
3365 case SKILL: 3595 case RANGED:
3366 if (player *pl = who->contr) 3596 if (player *pl = who->contr)
3367 { 3597 {
3368 if (IS_COMBAT_SKILL (op->subtype)) 3598 op->flag [FLAG_APPLIED] = true;
3369 { 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3370 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3371 {
3372 for (object *item = who->inv; item; item = item->below)
3373 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3374 {
3375 if (item->skill == op->skill)
3376 {
3377 who->change_weapon (pl->combat_ob = item);
3378 goto found_weapon;
3379 }
3380 }
3381
3382 new_draw_info_format (NDI_UNIQUE, 0, who,
3383 "You need to apply a '%s' melee weapon before readying this skill. "
3384 "H<Some skills need an item, in this case a melee weapon, to function.>",
3385 &op->skill);
3386 return 1;
3387
3388 found_weapon:;
3389 }
3390 else
3391 who->change_weapon (pl->combat_ob = op);
3392 }
3393 else if (IS_RANGED_SKILL (op->subtype))
3394 {
3395 if (skill_flags [op->subtype] & SF_NEED_BOW)
3396 {
3397 for (object *item = who->inv; item; item = item->below)
3398 if (item->type == BOW && item->flag [FLAG_APPLIED])
3399 {
3400 //TODO: bows should/must all have skill missile weapon right now
3401 who->change_weapon (pl->ranged_ob = item);
3402 goto found_bow;
3403 }
3404
3405 new_draw_info (NDI_UNIQUE, 0, who,
3406 "You need to apply a missile weapon before readying this skill. "
3407 "H<Some skills need an item, in this case a missile weapon, to function.>");
3408 return 1;
3409
3410 found_bow:;
3411 }
3412 else
3413 who->change_weapon (pl->ranged_ob = op);
3414 }
3415
3416 if (!op->invisible)
3417 {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3420 }
3421 else
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3423 } 3600 }
3424 else 3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3425 { 3605 {
3426 SET_FLAG (op, FLAG_APPLIED); 3606 op->flag [FLAG_APPLIED] = true;
3427 change_abil (who, op); 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3428 who->chosen_skill = op;
3429 SET_FLAG (who, FLAG_READY_SKILL);
3430 } 3608 }
3431
3432 break; 3609 break;
3433
3434 case BOW:
3435 if (!check_weapon_power (who, op->last_eat))
3436 {
3437 new_draw_info (NDI_UNIQUE, 0, who,
3438 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3439
3440 if (tmp)
3441 insert_ob_in_ob (tmp, who);
3442
3443 return 1;
3444 }
3445
3446 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3447 {
3448 new_draw_info (NDI_UNIQUE, 0, who,
3449 "The weapon does not recognize you as its owner. "
3450 "H<Its name indicates that it belongs to somebody else.>");
3451 if (tmp)
3452 insert_ob_in_ob (tmp, who);
3453
3454 return 1;
3455 }
3456 3610
3457 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3458 case WAND: 3612 case WAND:
3459 case ROD: 3613 case ROD:
3460 case HORN: 3614 case HORN:
3461 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3462 3616
3463 if (!skop) 3617 if (!skop)
3464 { 3618 {
3465 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);
3466 return 1; 3621 return 1;
3467 } 3622 }
3468 3623
3469 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3470 who->change_skill (skop);
3471 3625
3472 if (who->contr) 3626 if (player *pl = who->contr)
3473 { 3627 {
3474 who->contr->ranged_ob = op; 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3475
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3477 3629
3478 if (op->type == BOW) 3630 if (op->type == BOW)
3479 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3480 who->current_weapon = op; 3632
3481 change_abil (who, op); 3633 change_abil (who, op);
3482 new_draw_info_format (NDI_UNIQUE, 0, who,
3483 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3484 }
3485 } 3634 }
3486 else 3635 else
3487 { 3636 {
3637 who->change_skill (skop);
3638
3488 if (op->type == BOW) 3639 if (op->type == BOW)
3489 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3490 else 3641 else
3491 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3492 } 3643 }
3493 3644
3494 break; 3645 break;
3495 3646
3496 case BUILDER: 3647 case BUILDER:
3497 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3498 { 3649 {
3499 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3500 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3651 //TODO: change_abil?
3501 unapply_special (who, who->contr->ranged_ob, 0);
3502
3503 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3504
3505 who->contr->ranged_ob = op;
3506 } 3652 }
3507 break; 3653 break;
3508 3654
3509 default: 3655 default:
3510 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3511 } /* end of switch op->type */ 3657 }
3512 3658
3513 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3514 3660
3515 if (tmp) 3661 if (tmp) who->insert (tmp);
3516 tmp = insert_ob_in_ob (tmp, who);
3517 3662
3518 who->update_stats (); 3663 who->update_stats ();
3519 3664
3520 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3521 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3525 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3526 3671
3527 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3528 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3529 { 3674 {
3530 new_draw_info (NDI_UNIQUE, 0, who, 3675 who->failmsg (
3531 "Oops, it feels deadly cold! " 3676 "Oops, it feels deadly cold! "
3532 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"); 3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3533 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3534 } 3680 }
3535 3681
3536 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3537 {
3538 /* if multiple objects were applied, update both slots */
3539 if (tmp)
3540 esrv_send_item (who, tmp);
3541
3542 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3543 }
3544 3684
3545 return 0; 3685 return 0;
3546}
3547
3548int
3549monster_apply_special (object *who, object *op, int aflags)
3550{
3551 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3552 return 1;
3553
3554 return apply_special (who, op, aflags);
3555} 3686}
3556 3687
3557/** 3688/**
3558 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3559 * 3690 *
3562int 3693int
3563auto_apply (object *op) 3694auto_apply (object *op)
3564{ 3695{
3565 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3566 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3567 3700
3568 switch (op->type) 3701 switch (op->type)
3569 { 3702 {
3570 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3571 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3573 3706
3574 do 3707 do
3575 { 3708 {
3576 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3577 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3578 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
3579 if (tmp == NULL) 3716 if (tmp == NULL)
3580 return 0; 3717 return 0;
3718
3581 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3582 { 3720 {
3583 tmp->destroy (); 3721 tmp->destroy ();
3584 tmp = NULL; 3722 tmp = NULL;
3585 } 3723 }
3588 3726
3589 tmp->x = op->x; 3727 tmp->x = op->x;
3590 tmp->y = op->y; 3728 tmp->y = op->y;
3591 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3592 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3593 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3594 identify (tmp); 3731 identify (tmp);
3595 break; 3732 break;
3596 3733
3597 case TREASURE: 3734 case TREASURE:
3598 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3605 /* 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,
3606 * 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
3607 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3608 * that is put inside other objects. 3745 * that is put inside other objects.
3609 */ 3746 */
3610 for (tmp = op->inv; tmp; tmp = tmp2)
3611 {
3612 tmp2 = tmp->below;
3613 tmp->remove ();
3614
3615 if (op->env) 3747 if (op->env)
3616 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3617 else 3749 op->env->insert (op->inv);
3618 tmp->destroy ();
3619 }
3620 3750
3621 op->destroy (); 3751 op->destroy ();
3622 break; 3752 break;
3623 } 3753 }
3624 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3625} 3756}
3626 3757
3627/** 3758/**
3628 * 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
3629 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3643 3774
3644 if (tmp->inv) 3775 if (tmp->inv)
3645 { 3776 {
3646 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3647 3778
3648 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3649 { 3780 {
3650 invnext = invtmp->below; 3781 invnext = invtmp->below;
3651 3782
3652 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3653 auto_apply (invtmp); 3784 auto_apply (invtmp);
3654 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3655 { 3786 {
3656 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3657 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3658 3789
3659 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3660 } 3791 }
3661 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3666 * treasure again for this object 3797 * treasure again for this object
3667 */ 3798 */
3668 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3669 } 3800 }
3670 } 3801 }
3802
3671 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3672 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3673 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3674 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3675 * MSW 2004-05-13 3807 * MSW 2004-05-13
3679 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3680 */ 3812 */
3681 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3682 || 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)
3683 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3684
3685 } 3816 }
3686 3817
3687 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3688 auto_apply (tmp); 3819 auto_apply (tmp);
3689 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 ())
3722 } 3853 }
3723 3854
3724 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3726 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3727 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3728} 3859}
3729 3860
3730/** 3861/**
3731 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3732 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3737eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3738{ 3869{
3739 object *force; 3870 object *force;
3740 int i, did_one = 0; 3871 int i, did_one = 0;
3741 3872
3742 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3743 3876
3744 for (i = 0; i < NUM_STATS; i++)
3745 if (sint8 k = food->stats.stat (i))
3746 {
3747 force->stats.stat (i) = k;
3748 did_one = 1;
3749 }
3750
3751 /* check if we can protect the eater */
3752 for (i = 0; i < NROFATTACKS; i++)
3753 {
3754 if (food->resist[i] > 0)
3755 {
3756 force->resist[i] = food->resist[i] / 2;
3757 did_one = 1;
3758 }
3759 }
3760
3761 if (did_one)
3762 {
3763 force->set_speed (0.1);
3764 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3765 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3766 SET_FLAG (force, FLAG_APPLIED); 3879
3767 change_abil (who, force); 3880 if (force = who->force_find (key))
3768 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;
3769 } 3891 }
3770 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
3771 force->destroy (); 3923 force->destroy ();
3924 }
3772 3925
3773 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3774 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3775 { 3928 {
3776 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3777 { 3930 {
3778 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3779 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3780 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3781 } 3934 }
3782 else 3935 else
3783 { 3936 {
3784 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3785 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3786 else 3939 else
3787 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3788 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3789 } 3943 }
3790 } 3944 }
3945
3791 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3792 { 3947 {
3793 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3794 { 3949 {
3795 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3796 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3797 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3798 who->stats.sp = 0; 3953 who->stats.sp = 0;
3799 } 3954 }
3800 else 3955 else
3801 { 3956 {
3802 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3803 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3804 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3805 } 3960 }
3806 } 3961 }
3962
3807 who->update_stats (); 3963 who->update_stats ();
3808}
3809
3810/**
3811 * Designed primarily to light torches/lanterns/etc.
3812 * Also burns up burnable material too. First object in the inventory is
3813 * the selected object to "burn". -b.t.
3814 */
3815void
3816apply_lighter (object *who, object *lighter)
3817{
3818 object *item;
3819 int is_player_env = 0;
3820
3821 item = find_marked_object (who);
3822 if (item)
3823 {
3824 if (lighter->last_eat && lighter->stats.food)
3825 { /* lighter gets used up */
3826 /* Split multiple lighters if they're being used up. Otherwise *
3827 * one charge from each would be used up. --DAMN */
3828 if (lighter->nrof > 1)
3829 {
3830 object *oneLighter = lighter->clone ();
3831
3832 lighter->nrof -= 1;
3833 oneLighter->nrof = 1;
3834 oneLighter->stats.food--;
3835 esrv_send_item (who, lighter);
3836 oneLighter = insert_ob_in_ob (oneLighter, who);
3837 esrv_send_item (who, oneLighter);
3838 }
3839 else
3840 lighter->stats.food--;
3841 }
3842 else if (lighter->last_eat)
3843 { /* no charges left in lighter */
3844 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3845 return;
3846 }
3847
3848 /* Perhaps we should split what we are trying to light on fire?
3849 * I can't see many times when you would want to light multiple
3850 * objects at once.
3851 */
3852
3853 if (who == item->in_player ())
3854 is_player_env = 1;
3855
3856 save_throw_object (item, AT_FIRE, who);
3857
3858 if (item->destroyed ())
3859 {
3860 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3861 /* Need to update the player so that the players glow radius
3862 * gets changed.
3863 */
3864 if (is_player_env)
3865 who->update_stats ();
3866 }
3867 else
3868 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3869 }
3870 else /* nothing to light */
3871 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3872
3873}
3874
3875/**
3876 * op made some mistake with a scroll, this takes care of punishment.
3877 * scroll_failure()- hacked directly from spell_failure
3878 */
3879void
3880scroll_failure (object *op, int failure, int power)
3881{
3882 if (abs (failure / 4) > power)
3883 power = abs (failure / 4); /* set minimum effect */
3884
3885 if (failure <= -1 && failure > -15)
3886 { /* wonder */
3887 object *tmp;
3888
3889 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3890 tmp = get_archetype (SPELL_WONDER);
3891 cast_wonder (op, op, 0, tmp);
3892 tmp->destroy ();
3893 }
3894 else if (failure <= -15 && failure > -35)
3895 { /* drain mana */
3896 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3897 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3898 if (op->stats.sp < 0)
3899 op->stats.sp = 0;
3900 }
3901 else if (settings.spell_failure_effects == TRUE)
3902 {
3903 if (failure <= -35 && failure > -60)
3904 { /* confusion */
3905 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3906 confuse_player (op, op, power);
3907 }
3908 else if (failure <= -60 && failure > -70)
3909 { /* paralysis */
3910 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3911 paralyze_player (op, op, power);
3912 }
3913 else if (failure <= -70 && failure > -80)
3914 { /* blind */
3915 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3916 blind_player (op, op, power);
3917 }
3918 else if (failure <= -80)
3919 { /* blast the immediate area */
3920 object *tmp = get_archetype (LOOSE_MANA);
3921 cast_magic_storm (op, tmp, power);
3922 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3923 tmp->destroy ();
3924 }
3925 }
3926} 3964}
3927 3965
3928void 3966void
3929apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3930{ 3968{
3978 } 4016 }
3979 4017
3980 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3981 * the player ref: player.c 4019 * the player ref: player.c
3982 */ 4020 */
3983 if (change->randomitems != NULL) 4021 if (change->randomitems)
3984 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3985 4023
3986 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3987 4025
3988 /* first, look for the force object banning 4026 /* first, look for the force object banning
3989 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3990 */ 4028 */
3991 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3992 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3993 flag_change_face = 0; 4031 flag_change_face = 0;
3994 4032
3995 if (flag_change_face) 4033 if (flag_change_face)
3996 { 4034 {
3997 pl->animation_id = GET_ANIM_ID (change);
3998 pl->face = change->face; 4035 pl->face = change->face;
3999 4036 pl->animation_id = change->animation_id;
4000 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4001 SET_FLAG (pl, FLAG_ANIMATE);
4002 else
4003 CLEAR_FLAG (pl, FLAG_ANIMATE);
4004 } 4038 }
4005 4039
4006 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
4007 /*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); */
4008 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
4009 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4010 4044
4011 break; 4045 break;
4012 } 4046 }
4013 } 4047 }
4014} 4048}
4015 4049
4016/**
4017 * This handles items of type 'transformer'.
4018 * Basically those items, used with a marked item, transform both items into something
4019 * else.
4020 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4021 * Change information is contained in the 'slaying' field of the marked item.
4022 * The format is as follow: transformer:[number ]yield[;transformer:...].
4023 * This way an item can be transformed in many things, and/or many objects.
4024 * The 'slaying' field for transformer is used as verb for the action.
4025 */
4026void
4027apply_item_transformer (object *pl, object *transformer)
4028{
4029 object *marked;
4030 object *new_item;
4031 char *find;
4032 char *separator;
4033 int yield;
4034 char got[MAX_BUF];
4035 int len;
4036
4037 if (!pl || !transformer)
4038 return;
4039
4040 marked = find_marked_object (pl);
4041
4042 if (!marked)
4043 {
4044 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4045 return;
4046 }
4047
4048 if (!marked->slaying)
4049 {
4050 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4051 return;
4052 }
4053
4054 /* check whether they are compatible or not */
4055 find = strstr (marked->slaying, transformer->arch->archname);
4056 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4057 {
4058 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4059 return;
4060 }
4061
4062 find += strlen (transformer->arch->archname) + 1;
4063 /* Item can be used, now find how many and what it yields */
4064 if (isdigit (*(find)))
4065 {
4066 yield = atoi (find);
4067 if (yield < 1)
4068 {
4069 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4070 yield = 1;
4071 }
4072 }
4073 else
4074 yield = 1;
4075
4076 while (isdigit (*find))
4077 find++;
4078 while (*find == ' ')
4079 find++;
4080
4081 memset (got, 0, MAX_BUF);
4082
4083 if ((separator = strchr (find, ';')) != NULL)
4084 len = separator - find;
4085 else
4086 len = strlen (find);
4087
4088 if (len > MAX_BUF - 1)
4089 len = MAX_BUF - 1;
4090
4091 strcpy (got, find);
4092 got[len] = '\0';
4093
4094 /* Now create new item, remove used ones when required. */
4095 new_item = get_archetype (got);
4096 if (!new_item)
4097 {
4098 pl->errormsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4099 return;
4100 }
4101
4102 new_item->nrof = yield;
4103
4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4105
4106 insert_ob_in_ob (new_item, pl);
4107 esrv_send_inventory (pl, pl);
4108 /* Eat up one item */
4109 decrease_ob_nr (marked, 1);
4110
4111 /* Eat one transformer if needed */
4112 if (transformer->stats.food)
4113 if (--transformer->stats.food == 0)
4114 decrease_ob_nr (transformer, 1);
4115}
4116

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines