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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.23 by root, Mon Sep 11 11:46:52 2006 UTC vs.
Revision 1.239 by root, Mon Apr 5 17:28:11 2010 UTC

1
2/* 1/*
3 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: apply.C,v 1.23 2006/09/11 11:46:52 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
24
25#include <cmath>
29 26
30#include <global.h> 27#include <global.h>
31#include <living.h> 28#include <living.h>
32#include <spells.h> 29#include <spells.h>
33#include <skills.h> 30#include <skills.h>
34#include <tod.h> 31#include <tod.h>
35 32
36#ifndef __CEXTRACT__
37# include <sproto.h> 33#include <sproto.h>
38#endif
39
40/* Want this regardless of rplay. */
41#include <sounds.h>
42
43/* need math lib for double-precision and pow() in dragon_eat_flesh() */
44#include <math.h>
45 34
46/** 35/**
47 * 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.
48 * 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.
49 */ 38 */
62 * subtype 5: arch or race 51 * subtype 5: arch or race
63 * subtype 7: all three 52 * subtype 7: all three
64 */ 53 */
65 if (op->subtype) 54 if (op->subtype)
66 { 55 {
67 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
68 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
69 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
70 } 59 }
71 else 60 else
72 { 61 {
73 arch_flag = 1; 62 arch_flag = 1;
74 name_flag = 1; 63 name_flag = 1;
75 race_flag = 1; 64 race_flag = 1;
76 } 65 }
66
77 /* If the director has race set, only affect objects with a arch, 67 /* If the director has race set, only affect objects with a arch,
78 * name or race that matches. 68 * name or race that matches.
79 */ 69 */
80 if ((op->race) && 70 if ((op->race) &&
81 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
82 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
83 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 73 ((!(victim->race && race_flag) || op->race != victim->race)))
84 {
85 return 1; 74 return 1;
86 } 75
87 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
88 * of arch, name, or race match. 77 * of arch, name, or race match.
89 */ 78 */
90 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 79 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
91 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
92 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 81 ((victim->race && race_flag && op->slaying == victim->race)))
93 {
94 return 1; 82 return 1;
95 } 83
96 return 0; 84 return 0;
97} 85}
98 86
99/** 87/**
100 * This handles a player dropping money on an altar to identify stuff. 88 * This handles a player dropping money on an altar to identify stuff.
102 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
103 */ 91 */
104static int 92static int
105apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
106{ 94{
107 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
108 int success = 0;
109 96
110 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
111 return 0; 98 return 0;
112 99
113 /* 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
114 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
115 */ 102 */
116 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
117 return 0; 104 return 0;
118 105
119 marked = find_marked_object (pl);
120 /* 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
121 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
122 */ 108 */
109 if (object *marked = find_marked_object (pl))
123 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
124 { 111 {
125 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
126 { 113 {
127 identify (marked); 114 identify (marked);
128 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
129 if (marked->msg) 117 if (marked->msg)
130 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
131 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
132 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
133 } 121 }
134 return money == NULL;
135 } 122 }
136 }
137 123
138 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
139 { 125 {
140 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
141 { 127 {
142 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
143 { 129 {
144 identify (id); 130 identify (id);
145 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
146 if (id->msg) 133 if (id->msg)
147 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
148 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
149 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
150 }
151 success = 1;
152 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
153 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
154 break; 138 break;
155 } 139 }
156 else 140 else
157 { 141 {
158 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");
159 break; 143 break;
160 } 144 }
161 } 145 }
162 } 146 }
163 if (!success) 147
164 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
165 return money == NULL; 153 return !money;
166} 154}
167 155
168/** 156/**
169 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
170 * matching item. 158 * matching item.
171 **/ 159 **/
172static void 160void
173handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
174{ 162{
175 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
176 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
177 yield = get_ob_key_value (tmp, "on_use_yield");
178 if (yield != NULL)
179 {
180 object *drop = get_archetype (yield);
181
182 if (tmp->env)
183 {
184 drop = insert_ob_in_ob (drop, tmp->env);
185 if (tmp->env->type == PLAYER)
186 esrv_send_item (tmp->env, drop);
187 }
188 else
189 {
190 drop->x = tmp->x;
191 drop->y = tmp->y;
192 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
193 }
194 }
195} 165}
196 166
197/** 167/**
198 * Handles applying a potion. 168 * Handles applying a potion.
199 */ 169 */
200int 170int
201apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
202{ 172{
203 int got_one = 0, i; 173 int got_one = 0, i;
204 object *force = 0, *floor = 0; 174 object *force = 0;
205 175
206 floor = get_map_ob (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
207 177
208 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)
209 { 179 {
210 if (op->type == PLAYER)
211 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
212 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
213 return 0; 183 return 0;
214 } 184 }
215 185
216 if (op->type == PLAYER) 186 if (op->type == PLAYER)
217 {
218 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 187 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
219 identify (tmp); 188 identify (tmp);
220 }
221 189
222 handle_apply_yield (tmp); 190 handle_apply_yield (tmp);
223 191
224 /* Potion of restoration - only for players */ 192 /* Potion of restoration - only for players */
225 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 193 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
227 object *depl; 195 object *depl;
228 archetype *at; 196 archetype *at;
229 197
230 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
231 { 199 {
232 drain_stat (op); 200 op->drain_stat ();
233 fix_player (op); 201 op->update_stats ();
234 decrease_ob (tmp); 202 tmp->decrease ();
235 return 1; 203 return 1;
236 } 204 }
237 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 205
206 if (!(at = archetype::find (shstr_depletion)))
238 { 207 {
239 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
240 return 0; 209 return 0;
241 } 210 }
211
242 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
213
243 if (depl != NULL) 214 if (depl)
244 { 215 {
245 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
246 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
247 { 218 op->statusmsg (restore_msg[i]);
248 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 219
249 } 220 depl->destroy ();
250 remove_ob (depl); 221 op->update_stats ();
251 free_object (depl);
252 fix_player (op);
253 } 222 }
254 else 223 else
255 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
256 225
257 decrease_ob (tmp); 226 tmp->decrease ();
258 return 1; 227 return 1;
259 } 228 }
260 229
261 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
262 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
263 { 232 {
264
265 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
266 { 234 {
267 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
268 { 236 {
269 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
270 { 238 {
271 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
272 break; 240 break;
273 } 241 }
242
274 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
275 { 244 {
276 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
277 break; 246 break;
278 } 247 }
248
279 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
280 { 250 {
281 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
282 break; 252 break;
283 } 253 }
287 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
288 { 258 {
289 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
290 break; 260 break;
291 } 261 }
262
292 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
293 { 264 {
294 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
295 break; 266 break;
296 } 267 }
268
297 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
298 { 270 {
299 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
300 break; 272 break;
301 } 273 }
302 } 274 }
303 } 275 }
276
304 /* Just makes checking easier */ 277 /* Just makes checking easier */
305 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
306 got_one = 1; 279 got_one = 1;
280
307 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
308 { 282 {
309 if (got_one) 283 if (got_one)
310 { 284 {
311 fix_player (op); 285 op->update_stats ();
312 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
313 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
314 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
315 } 289 }
316 else 290 else
317 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
318 } 292 }
319 else 293 else
320 { /* cursed potion */ 294 { /* cursed potion */
321 if (got_one) 295 if (got_one)
322 { 296 {
323 fix_player (op); 297 op->update_stats ();
324 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
325 } 299 }
326 else 300 else
327 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
328 } 302 }
303
329 decrease_ob (tmp); 304 tmp->decrease ();
330 return 1; 305 return 1;
331 } 306 }
332 307
333 308
334 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
338 */ 313 */
339 if (tmp->inv) 314 if (tmp->inv)
340 { 315 {
341 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
342 { 317 {
343 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
344 319 create_exploding_ball_at (op, op->level);
345 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
346 /* Explodes a fireball centered at player */
347 fball = get_archetype (EXPLODING_FIREBALL);
348 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
349 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
350 fball->x = op->x;
351 fball->y = op->y;
352 insert_ob_in_map (fball, op->map, NULL, 0);
353 } 320 }
354 else 321 else
355 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
356 323
357 decrease_ob (tmp); 324 tmp->decrease ();
325
358 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
359 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
360 fix_player (op); 328 op->update_stats ();
329
361 return 1; 330 return 1;
362 } 331 }
363 332
364 /* Deal with protection potions */ 333 /* Deal with protection potions */
365 force = NULL; 334 force = NULL;
367 { 336 {
368 if (tmp->resist[i]) 337 if (tmp->resist[i])
369 { 338 {
370 if (!force) 339 if (!force)
371 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
372 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
373 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
374 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
375 } 345 }
376 } 346 }
347
377 /* This is a protection potion */ 348 /* This is a protection potion */
378 if (force) 349 if (force)
379 { 350 {
380 /* cursed items last longer */ 351 /* cursed items last longer */
381 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
383 force->stats.food *= 10; 354 force->stats.food *= 10;
384 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
385 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
386 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
387 } 358 }
359
388 force->speed_left = -1; 360 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 364 change_abil (op, force);
393 decrease_ob (tmp); 365 tmp->decrease ();
394 return 1; 366 return 1;
395 } 367 }
396 368
397 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 370 if (op->type == PLAYER)
399 { /* only for players */ 371 { /* only for players */
400 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)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 376 else
403 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
404 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
405 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
406 } 381 }
407 382
408 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
409 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
410 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
411 * up all the stats. 386 * up all the stats.
412 */ 387 */
413 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
414 fix_player (op); 389 op->update_stats ();
415 decrease_ob (tmp); 390 tmp->decrease ();
416 return 1; 391 return 1;
417} 392}
418 393
419/**************************************************************************** 394/****************************************************************************
420 * Weapon improvement code follows 395 * Weapon improvement code follows
421 ****************************************************************************/ 396 ****************************************************************************/
422 397
423/** 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/**
424 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
425 */ 415 */
426static int 416static int
427check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
428{ 418{
429 int count = 0; 419 int count = 0;
430 420
431 421 if (!item)
432 if (item == NULL)
433 return 0; 422 return 0;
434 op = op->below; 423
435 while (op != NULL) 424 for (op = op->below; op; op = op->below)
436 { 425 if (op->arch->archname == item)
437 if (strcmp (op->arch->name, item) == 0)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 428 count += op->number_of ();
446 } 429
447 }
448 op = op->below;
449 }
450 return count; 430 return count;
451} 431}
452 432
453/** 433/**
454 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
455 * op is typically the player, which is only 435 * op is typically the player, which is only
456 * really used to determine what space to look at. 436 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
458 */ 438 */
459static void 439static void
460eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 441{
462 object *prev; 442 object *prev;
463 443
464 prev = op; 444 prev = op;
465 op = op->below; 445 op = op->below;
466 446
467 while (op != NULL) 447 while (op)
468 { 448 {
469 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
470 { 450 {
471 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
472 { 452 {
473 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
474 return; 454 return;
475 } 455 }
476 else 456 else
477 { 457 {
478 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
479 nrof -= op->nrof; 459 nrof -= op->nrof;
480 } 460 }
461
481 op = prev; 462 op = prev;
482 } 463 }
464
483 prev = op; 465 prev = op;
484 op = op->below; 466 op = op->below;
485 } 467 }
486} 468}
487 469
488/** 470/**
489 * This checks to see of the player (who) is sufficient level to use a weapon
490 * with improvs improvements (typically last_eat). We take an int here
491 * instead of the object so that the improvement code can pass along the
492 * increased value to see if the object is usuable.
493 * we return 1 (true) if the player can use the weapon.
494 */
495static int
496check_weapon_power (const object *who, int improvs)
497{
498
499/* Old code is below (commented out). Basically, since weapons are the only
500 * object players really have any control to improve, it's a bit harsh to
501 * require high level in some combat skill, so we just use overall level.
502 */
503#if 1
504 if (((who->level / 5) + 5) >= improvs)
505 return 1;
506 else
507 return 0;
508
509#else
510 int level = 0;
511
512 /* The skill system hands out wc and dam bonuses to fighters
513 * more generously than the old system (see fix_player). Thus
514 * we need to curtail the power of player enchanted weapons.
515 * I changed this to 1 improvement per "fighter" level/5 -b.t.
516 * Note: Nothing should break by allowing this ratio to be different or
517 * using normal level - it is just a matter of play balance.
518 */
519 if (who->type == PLAYER)
520 {
521 object *wc_obj = NULL;
522
523 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
524 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
525 level = wc_obj->level;
526
527 if (!level)
528 {
529 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
530 level = who->level;
531 }
532 }
533 else
534 level = who->level;
535
536 return (improvs <= ((level / 5) + 5));
537#endif
538}
539
540/**
541 * 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.
542 * 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.
543 */ 473 */
544static int 474static int
545check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
546{ 476{
547 int count = 0; 477 int count = 0;
548 478
549 if (improver->slaying != NULL) 479 if (improver->slaying)
550 { 480 {
551 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
552 if (count < 1) 482 if (count < 1)
553 { 483 {
554 char buf[200];
555
556 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
557 new_draw_info (NDI_UNIQUE, 0, op, buf);
558 return 0; 485 return 0;
559 } 486 }
560 } 487 }
561 else 488 else
562 count = 1; 489 count = 1;
565} 492}
566 493
567/** 494/**
568 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
569 */ 496 */
570int 497static int
571improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
572{ 499{
573
574 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
575 *stat += sacrifice_count; 500 stat += sacrifice_count;
576 weapon->last_eat++; 501 weapon->last_eat++;
577 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
578 decrease_ob (improver);
579 503
580 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
581 fix_player (op); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
582 return 1; 513 return 1;
583} 514}
584 515
585/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
586#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
587#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
588#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
589#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
590#define IMPROVE_STR 5 521#define IMPROVE_STR 5
591#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
592#define IMPROVE_CON 7 523#define IMPROVE_CON 7
593#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
594#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
595#define IMPROVE_INT 10 526#define IMPROVE_INT 10
596#define IMPROVE_POW 11 527#define IMPROVE_POW 11
597
598 528
599/** 529/**
600 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
601 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
602 */ 532 */
603 533static int
604int
605prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
606{ 535{
607 int sacrifice_count, i; 536 int sacrifice_count, i;
608 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
609 538
610 if (weapon->level != 0) 539 if (weapon->level != 0)
611 { 540 {
612 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
613 return 0; 542 return 0;
614 } 543 }
544
615 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
616 if (weapon->resist[i]) 546 if (weapon->resist[i])
617 break; 547 break;
618 548
619 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
622 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
623 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
624 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
625 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
626 { 556 {
627 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
628 return 0; 560 return 0;
629 } 561 }
562
630 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
631 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
632 return 0; 565 return 0;
566
633 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
634 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
635 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
636 569
637 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
638 575
639 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
640 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
641 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
642 slot at once! */ 579 slot at once! */
643 decrease_ob (improver); 580 improver->decrease ();
644 weapon->last_eat = 0; 581 weapon->last_eat = 0;
645 return 1; 582 return 1;
646} 583}
647
648 584
649/** 585/**
650 * 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.
651 * This is the new improve weapon code. 587 * This is the new improve weapon code.
652 * 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.
655 * 591 *
656 * 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
657 * 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 ??
658 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
659 */ 595 */
660int 596static int
661improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
662{ 598{
663 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
664 600
665 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
666 {
667 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
668 } 603
669 if (weapon->level == 0) 604 if (weapon->level == 0)
670 { 605 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
672 return 0; 609 return 0;
673 } 610 }
674 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
675 { 614 {
676 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
677 return 0; 616 return 0;
678 } 617 }
679 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
680 { 621 {
681 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
682 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 623 "powerful for you to use. Unready it if you "
683 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
684 return 0; 625 return 0;
685 } 626 }
627
686 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* This just increases damage by 5 points, no matter what. No sacrifice
687 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 629 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
688 * don't put any maximum value on damage - the limit is how much the 630 * don't put any maximum value on damage - the limit is how much the
689 * weapon can be improved. 631 * weapon can be improved.
690 */ 632 */
691 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
692 { 634 {
693 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
694 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
695 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
696 weapon->last_eat++; 638 weapon->last_eat++;
697 639
698 weapon->item_power++; 640 weapon->item_power++;
699 decrease_ob (improver); 641 improver->decrease ();
700 return 1; 642 return 1;
701 } 643 }
644
702 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
703 { 646 {
704 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
705 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
706 if (weapon->weight < 1) 649 if (weapon->weight < 1)
707 weapon->weight = 1; 650 weapon->weight = 1;
651
708 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
709 weapon->last_eat++; 653 weapon->last_eat++;
710 weapon->item_power++; 654 weapon->item_power++;
711 decrease_ob (improver); 655 improver->decrease ();
712 return 1; 656 return 1;
713 } 657 }
658
714 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
715 { 660 {
716 weapon->magic++; 661 weapon->magic++;
717 weapon->last_eat++; 662 weapon->last_eat++;
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
719 decrease_ob (improver); 664 improver->decrease ();
720 weapon->item_power++; 665 weapon->item_power++;
721 return 1; 666 return 1;
722 } 667 }
723 668
724 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
729 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
730 675
731 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
732 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
733 { 678 {
734 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
735 return 0; 680 return 0;
736 } 681 }
682
737 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
738 weapon->item_power++; 684 weapon->item_power++;
739 685
740 switch (improver->stats.sp) 686 switch (improver->stats.sp)
741 { 687 {
742 case IMPROVE_STR:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
744 case IMPROVE_DEX:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
746 case IMPROVE_CON:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
748 case IMPROVE_WIS:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
750 case IMPROVE_CHA:
751 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
752 case IMPROVE_INT:
753 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
754 case IMPROVE_POW:
755 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
756 default: 695 default:
757 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
758 } 697 }
698
759 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
760 return 0; 700 return 0;
761} 701}
762 702
763/** 703/**
764 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
765 * 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, ...),
766 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
767 */ 707 */
768int 708static int
769check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
770{ 710{
771 object *otmp; 711 object *otmp;
772 712
773 if (op->type != PLAYER) 713 if (op->type != PLAYER)
774 return 0; 714 return 0;
715
775 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))
776 { 717 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
778 return 0; 719 return 0;
779 } 720 }
721
780 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
781 if (!otmp) 724 if (!otmp)
782 { 725 {
783 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
784 return 0; 727 return 0;
785 } 728 }
729
786 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
787 { 731 {
788 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
789 return 0; 733 return 0;
790 } 734 }
791 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
792 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
793 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
794 return 1; 740 return 1;
795} 741}
796 742
814 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
815 * the users level or 90) 761 * the users level or 90)
816 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
817 * changing of physical area right now. 763 * changing of physical area right now.
818 */ 764 */
819int 765static int
820improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
821{ 767{
822 object *tmp; 768 object *tmp;
823 769
824 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
825 { 771 {
826 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
827 return 0; 773 return 0;
828 } 774 }
775
829 /* 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,
830 * 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.
831 * 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
832 * of gnarg and what not?) 779 * of gnarg and what not?)
833 */ 780 */
834 if (armour->title) 781 if (armour->title)
835 { 782 {
836 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
837 return 0; 784 return 0;
838 } 785 }
839 786
840 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
841 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
842 */ 789 */
843 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
844 tmp = get_split_ob (armour, armour->nrof - 1);
845 else
846 tmp = NULL;
847 791
848 armour->magic++; 792 armour->magic++;
849 793
850 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
851 { 795 {
856 { 800 {
857 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
858 pow++; 802 pow++;
859 } 803 }
860 804
861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
862 } 806 }
863 else 807 else
864 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
865 809
866 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
867 { 811 {
868 int base = 100; 812 int base = 100;
869 int pow = 0; 813 int pow = 0;
872 { 816 {
873 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
874 pow++; 818 pow++;
875 } 819 }
876 820
877 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
878 } 822 }
879 else 823 else
880 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 824 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
881 825
882 if (armour->weight <= 0) 826 if (armour->weight <= 0)
883 { 827 {
884 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
885 armour->weight = 1; 829 armour->weight = 1;
886 } 830 }
887 831
888 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
889 833
890 if (op->type == PLAYER) 834 if (op->type == PLAYER)
891 { 835 {
892 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
893 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
894 fix_player (op); 839 op->update_stats ();
895 } 840 }
896 decrease_ob (improver); 841
842 improver->decrease ();
843
897 if (tmp) 844 if (tmp)
898 { 845 op->insert (tmp);
899 insert_ob_in_ob (tmp, op); 846
900 esrv_send_item (op, tmp);
901 }
902 return 1; 847 return 1;
903} 848}
904
905 849
906/* 850/*
907 * 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
908 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
909 */ 853 *
910#define CONV_FROM(xyz) xyz->slaying
911#define CONV_TO(xyz) xyz->other_arch
912#define CONV_NR(xyz) xyz->stats.sp
913#define CONV_NEED(xyz) xyz->stats.food
914
915/* Takes one items and makes another. 854 * Takes one type of items and makes another.
916 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
917 * 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
918 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
919 */ 858 */
920int 859int
921convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
922{ 861{
923 int nr = 0; 862 sint64 nr = 0, price_in;
924 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;
925 871
926 /* 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,
927 * 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
928 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
929 */ 875 */
930 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
931 { 877 {
932 int cost;
933
934 if (item->type != MONEY) 878 if (item->type != MONEY)
935 return 0; 879 return 0;
936 880
937 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
938 if (!nr) 882 if (!nr)
939 return 0; 883 return 0;
940 cost = nr * CONV_NEED (converter) / item->value; 884
941 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
942 if (nr * CONV_NEED (converter) % item->value) 886
943 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
944 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
945 890
946 price_in = cost * item->value; 891 price_in = cost * item->value;
947 } 892 }
948 else 893 else
949 { 894 {
950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
952 return 0; 898 return 0;
953 899
954 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
955 { 903 {
956 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
957 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
958 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
959 } 907 }
960 else 908 else
961 { 909 {
962 price_in = item->value; 910 price_in = item->value;
963 remove_ob (item); 911 item->destroy ();
964 free_object (item);
965 } 912 }
966 } 913 }
967 914
968 if (converter->inv != NULL) 915 if (converter->inv)
969 { 916 {
970 object *ob; 917 object *ob;
971 int i; 918 int i;
972 object *ob_to_copy; 919 object *ob_to_copy;
973 920
974 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
975 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
976 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
977 {
978 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
979 {
980 ob_to_copy = ob; 925 ob_to_copy = ob;
981 } 926
982 } 927 item = ob_to_copy->deep_clone ();
983 item = object_create_clone (ob_to_copy);
984 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
985 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
986 } 930 }
987 else 931 else
988 { 932 {
989 if (converter->other_arch == NULL) 933 if (!conv_to)
990 { 934 {
991 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",
992 &converter->name, converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
993 return -1; 937 return -1;
994 } 938 }
995 939
996 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
997 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
998 } 942 }
999 943
1000 if (CONV_NR (converter)) 944 if (give)
1001 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
1002 if (nr) 947 if (nr)
1003 item->nrof *= nr; 948 item->nrof *= nr;
1004 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
1005 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 }
1006 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1007 { 962 {
1008 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",
1009 &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);
1010
1011 /** 965 /**
1012 * 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
1013 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1014 */ 968 */
1015 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1016 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);
1017 return 1; 977 return 1;
1018} 978}
1019 979
1020/** 980/**
1021 * Handle apply on containers. 981 * Handle apply on containers.
1022 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1023 * 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]
1024 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1025 */ 985 */
1026 986static int
1027int
1028apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1029{ 988{
1030 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
1031 object *tmp;
1032
1033 if (op->type != PLAYER)
1034 return 0; /* This might change */ 990 return 0; /* This might change */
1035 991
1036 if (sack == NULL || sack->type != CONTAINER) 992 if (!sack || sack->type != CONTAINER)
1037 { 993 {
1038 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1039 return 0; 995 return 0;
1040 } 996 }
1041 op->contr->last_used = NULL; 997
1042 op->contr->last_used_id = 0; 998 op->contr->last_used = 0;
1043 999
1044 if (sack->env != op) 1000 if (sack->env && sack->env != op)
1001 {
1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1003 return 1;
1045 { 1004 }
1046 if (sack->other_arch == NULL || sack->env != NULL) 1005
1006 // already applied == open on ground, or open in inv, or active in inv
1007 if (sack->flag [FLAG_APPLIED])
1008 {
1009 if (op->container_ () == sack)
1047 { 1010 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1011 // open on ground or inv, so close
1012 op->close_container ();
1049 return 1; 1013 return 1;
1050 } 1014 }
1051 /* It's on the ground, the problems begin */ 1015 else if (!sack->env)
1052 if (op->container != sack)
1053 {
1054 /* it's closed OR some player has opened it */
1055 if (QUERY_FLAG (sack, FLAG_APPLIED))
1056 {
1057 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1058 if (tmp)
1059 {
1060 /* some other player have opened it */
1061 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1062 return 1;
1063 }
1064 }
1065 } 1016 {
1066 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1017 // active, but not ours: some other player has opened it
1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1019 return 1;
1067 { 1020 }
1068 if (op->container == NULL)
1069 {
1070 tmp = arch_to_object (sack->other_arch);
1071 /* not good, but insert_ob_in_ob() is too smart */
1072 CLEAR_FLAG (tmp, FLAG_REMOVED);
1073 tmp->x = tmp->y = 0;
1074 tmp->map = NULL;
1075 tmp->env = sack;
1076 if (sack->inv)
1077 sack->inv->above = tmp;
1078 tmp->below = sack->inv;
1079 tmp->above = NULL;
1080 sack->inv = tmp;
1081 sack->move_off = MOVE_ALL; /* trying force closing it */
1082 }
1083 else
1084 {
1085 sack->move_off = 0;
1086 tmp = sack->inv;
1087 if (tmp && tmp->type == CLOSE_CON)
1088 {
1089 remove_ob (tmp);
1090 free_object (tmp);
1091 }
1092 }
1093 }
1094 }
1095 1021
1096 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1022 // fall through to opening it (active in inv)
1097 { 1023 }
1024 else if (sack->env)
1025 {
1026 // it is in our env, so activate it, do not open yet
1098 if (op->container) 1027 op->close_container ();
1099 { 1028 sack->flag [FLAG_APPLIED] = 1;
1100 if (op->container != sack) 1029 esrv_update_item (UPD_FLAGS, op, sack);
1101 { 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1102 tmp = op->container; 1031 return 1;
1103 apply_container (op, tmp); 1032 }
1104 sprintf (buf, "You close %s and open ", query_name (tmp)); 1033
1105 op->container = sack; 1034 // it's locked?
1106 strcat (buf, query_name (sack)); 1035 if (sack->slaying)
1107 strcat (buf, "."); 1036 {
1108 } 1037 if (object *tmp = find_key (op, op, sack))
1109 else 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1110 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 op->container = NULL;
1113 sprintf (buf, "You close %s.", query_name (sack));
1114 }
1115 }
1116 else 1039 else
1117 { 1040 {
1118 CLEAR_FLAG (sack, FLAG_APPLIED);
1119 sprintf (buf, "You open %s.", query_name (sack));
1120 SET_FLAG (sack, FLAG_APPLIED);
1121 op->container = sack;
1122 }
1123 }
1124 else
1125 { /* not applied */
1126 if (sack->slaying)
1127 { /* it's locked */
1128 tmp = find_key (op, op, sack);
1129 if (tmp)
1130 {
1131 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1132 SET_FLAG (sack, FLAG_APPLIED);
1133 if (sack->env == NULL)
1134 { /* if it's on ground,open it also */
1135 new_draw_info (NDI_UNIQUE, 0, op, buf);
1136 apply_container (op, sack);
1137 return 1;
1138 }
1139 }
1140 else
1141 {
1142 sprintf (buf, "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)));
1143 }
1144 }
1145 else
1146 {
1147 sprintf (buf, "You readied %s.", query_name (sack));
1148 SET_FLAG (sack, FLAG_APPLIED);
1149 if (sack->env == NULL)
1150 { /* if it's on ground,open it also */
1151 new_draw_info (NDI_UNIQUE, 0, op, buf);
1152 apply_container (op, sack);
1153 return 1; 1042 return 1;
1154 } 1043 }
1155 }
1156 } 1044 }
1157 new_draw_info (NDI_UNIQUE, 0, op, buf); 1045
1158 if (op->contr) 1046 op->open_container (sack);
1159 op->contr->socket.update_look = 1; 1047
1160 return 1; 1048 return 1;
1161} 1049}
1162
1163/**
1164 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1165 * the player has in their inventory, eg, sacks, luggages, etc.
1166 *
1167 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1168 * This version is for client/server mode.
1169 * op is the player, sack is the container the player is opening or closing.
1170 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1171 *
1172 * Reminder - there are three states for any container - closed (non applied),
1173 * applied (not open, but objects that match get tossed into it), and open
1174 * (applied flag set, and op->container points to the open container)
1175 */
1176
1177int
1178esrv_apply_container (object *op, object *sack)
1179{
1180 object *tmp = op->container;
1181
1182 if (op->type != PLAYER)
1183 return 0; /* This might change */
1184
1185 if (sack == NULL || sack->type != CONTAINER)
1186 {
1187 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1188 return 0;
1189 }
1190
1191 /* If we have a currently open container, then it needs to be closed in all cases
1192 * if we are opening this one up. We then fall through if appropriate for
1193 * openening the new container.
1194 */
1195
1196 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1197 {
1198 if (op->container->env != op)
1199 { /* if container is on the ground */
1200 op->container->move_off = 0;
1201 }
1202
1203 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1204 return 1;
1205
1206 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1207 CLEAR_FLAG (op->container, FLAG_APPLIED);
1208 op->container = NULL;
1209 esrv_update_item (UPD_FLAGS, op, tmp);
1210 if (tmp == sack)
1211 return 1;
1212 }
1213
1214
1215 /* If the player is trying to open it (which he must be doing if we got here),
1216 * and it is locked, check to see if player has the equipment to open it.
1217 */
1218
1219 if (sack->slaying)
1220 { /* it's locked */
1221 tmp = find_key (op, op, sack);
1222 if (tmp)
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1225 }
1226 else
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1229 return 0;
1230 }
1231 }
1232
1233 /* By the time we get here, we have made sure any other container has been closed and
1234 * if this is a locked container, the player they key to open it.
1235 */
1236
1237 /* There are really two cases - the sack is either on the ground, or the sack is
1238 * part of the players inventory. If on the ground, we assume that the player is
1239 * opening it, since if it was being closed, that would have been taken care of above.
1240 */
1241
1242
1243 if (sack->env != op)
1244 {
1245 /* Hypothetical case - the player is trying to open a sack that belong to someone
1246 * else. This normally should not happen, but a misbehaving client/player could
1247 * try to do it, so lets handle it gracefully.
1248 */
1249 if (sack->env)
1250 {
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1252 return 0;
1253 }
1254 /* set these so when the player walks off, we can unapply the sack */
1255 sack->move_off = MOVE_ALL; /* trying force closing it */
1256
1257 CLEAR_FLAG (sack, FLAG_APPLIED);
1258 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1259 SET_FLAG (sack, FLAG_APPLIED);
1260 op->container = sack;
1261 esrv_update_item (UPD_FLAGS, op, sack);
1262 esrv_send_inventory (op, sack);
1263
1264 }
1265 else
1266 { /* sack is in players inventory */
1267 if (QUERY_FLAG (sack, FLAG_APPLIED))
1268 { /* readied sack becoming open */
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 op->container = sack;
1273 esrv_update_item (UPD_FLAGS, op, sack);
1274 esrv_send_inventory (op, sack);
1275 }
1276 else
1277 {
1278 CLEAR_FLAG (sack, FLAG_APPLIED);
1279 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1280 SET_FLAG (sack, FLAG_APPLIED);
1281 esrv_update_item (UPD_FLAGS, op, sack);
1282 }
1283 }
1284 return 1;
1285}
1286
1287 1050
1288/** 1051/**
1289 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1290 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1291 */ 1054 */
1294{ 1057{
1295 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1296 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1297 return 0; 1060 return 0;
1298 1061
1299 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1300 { 1063 {
1301 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1302 * 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
1303 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1304 */ 1067 */
1305 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1306 { 1069 {
1307 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));
1308 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1309 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1310 * old maps. 1073 * old maps.
1311 */ 1074 */
1312 1075
1313/* push_button (altar);*/ 1076/* push_button (altar);*/
1314 } 1077 }
1315 else 1078 else
1316 { 1079 {
1317 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1318 push_button (altar); 1081 push_button (altar, originator);
1319 } 1082 }
1083
1320 return sacrifice == NULL; 1084 return !sacrifice;
1321 } 1085 }
1322 else 1086 else
1323 {
1324 return 0; 1087 return 0;
1325 }
1326} 1088}
1327
1328 1089
1329/** 1090/**
1330 * Handles 'movement' of shop mats. 1091 * Handles 'movement' of shop mats.
1331 * Returns 1 if 'op' was destroyed, 0 if not. 1092 * Returns 1 if 'op' was destroyed, 0 if not.
1332 * Largely re-written to not use nearly as many gotos, plus 1093 * Largely re-written to not use nearly as many gotos, plus
1340 double opinion; 1101 double opinion;
1341 object *tmp, *next; 1102 object *tmp, *next;
1342 1103
1343 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1344 1105
1345 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1346 { 1118 {
1347 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1348 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1349 * the shop. 1121 * the shop.
1350 */ 1122 */
1351 for (tmp = op->inv; tmp; tmp = next) 1123 for (tmp = op->inv; tmp; tmp = next)
1352 { 1124 {
1353 next = tmp->below; 1125 next = tmp->below;
1126
1354 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1355 { 1128 {
1356 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);
1357 1130
1358 remove_ob (tmp);
1359 if (i == -1) 1131 if (i >= 0)
1360 i = 0; 1132 tmp->move (i);
1361 tmp->map = op->map;
1362 tmp->x = op->x + freearr_x[i];
1363 tmp->y = op->y + freearr_y[i];
1364 insert_ob_in_map (tmp, op->map, op, 0);
1365 } 1133 }
1366 } 1134 }
1367 1135
1368 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1369 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1372 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1373 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1374 */ 1142 */
1375 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1376 { 1144 {
1377
1378 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1379 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1380 1147
1381 if (i != -1) 1148 if (i != -1)
1382 {
1383 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);
1384 } 1150
1385 return 0; 1151 return 0;
1386 } 1152 }
1153
1387 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1388 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1389 */ 1156 */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1391 } 1158 }
1392 /* immediate block below is only used for players */ 1159 else if (can_pay (op) && get_payment (op))
1393 else if (can_pay (op))
1394 { 1160 {
1395 get_payment (op, op->inv); 1161 /* this is only used for players */
1396 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1397 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1398 if (shop_mat->msg) 1171 if (shop_mat->msg)
1399 { 1172 op->statusmsg (shop_mat->msg);
1400 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1401 }
1402 /* 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,
1403 * 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
1404 * actually the shop floor. 1175 * actually the shop floor.
1405 */ 1176 */
1406 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1407 { 1178 {
1408 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1409 if (opinion > 0.9) 1180
1410 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1181 op->statusmsg (
1411 else if (opinion > 0.75) 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1412 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1413 else if (opinion > 0.5) 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1414 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1185 : "The shopkeeper glares at you with contempt."
1415 else 1186 );
1416 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1417 } 1187 }
1418 } 1188 }
1419 else 1189 else
1420 { 1190 {
1421 /* 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
1422 * to afford the items he has. We try to move the player so that 1192 * to afford the items he has. We try to move the player so that
1423 * they are not on the mat anymore 1193 * they are not on the mat anymore
1424 */ 1194 */
1425
1426 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1427 1196
1428 if (i == -1) 1197 if (i == -1)
1429 {
1430 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1431 }
1432 else 1199 else
1433 { 1200 {
1434 remove_ob (op); 1201 op->remove ();
1435 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1436 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1437 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1204 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1438 } 1205 }
1439 } 1206 }
1207
1440 CLEAR_FLAG (op, FLAG_NO_APPLY); 1208 CLEAR_FLAG (op, FLAG_NO_APPLY);
1441 return rv; 1209 return rv;
1442} 1210}
1443 1211
1444/** 1212/**
1445 * Handles applying a sign. 1213 * Handles applying a sign.
1446 */ 1214 */
1447static void 1215static void
1448apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1449{ 1217{
1450 readable_message_type *msgType; 1218 if (!op->is_player())
1451 char newbuf[HUGE_BUF]; 1219 return;
1452 1220
1453 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1454 { 1222 {
1455 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));
1456 return; 1224 return;
1457 } 1225 }
1458 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
1459 if (sign->stats.food) 1236 if (sign->stats.food)
1460 { 1237 {
1461 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1462 { 1239 {
1463 if (!sign->move_on) 1240 if (!sign->move_on)
1464 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1465 return; 1243 return;
1466 } 1244 }
1467 1245
1468 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1469 sign->last_eat++; 1247 sign->last_eat++;
1474 * 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
1475 * to us). 1253 * to us).
1476 */ 1254 */
1477 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)
1478 { 1256 {
1479 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1480 return; 1258 return;
1481 } 1259 }
1482 msgType = get_readable_message_type (sign); 1260
1483 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1484 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1262 if (client *ns = op->contr->ns)
1263 {
1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1268
1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
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);
1485} 1303}
1486 1304
1487/** 1305/**
1488 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1489 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1503 return; 1321 return;
1504 1322
1505 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1506 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1507 */ 1325 */
1508 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1509 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1510 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1511 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1512 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1513 */ 1331 */
1514 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1515 { 1333 {
1516 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1517 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1518 return; 1336 return;
1519 } 1337 }
1338
1520 recursion_depth++; 1339 recursion_depth++;
1521 if (trap->head) 1340 if (trap->head)
1522 trap = trap->head; 1341 trap = trap->head;
1523 1342
1524 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)))
1525 goto leave;
1526
1527 switch (trap->type) 1344 switch (trap->type)
1528 { 1345 {
1529 case PLAYERMOVER: 1346 case PLAYERMOVER:
1530 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:
1531 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1532 if (!trap->stats.maxsp) 1420 if (!trap->value)
1533 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1534 1423
1535 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1536 * 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
1537 */ 1439 */
1538 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1539 1441
1540 /* 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)
1541 * above with some objects have zero speed, and thus the player 1443 {
1542 * 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 }
1543 */ 1453 }
1544 if (victim->speed_left < -50.0) 1454 break;
1545 victim->speed_left = -50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1547 } 1455 }
1548 goto leave;
1549 1456
1550 case SPINNER: 1457 case CONVERTER:
1551 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1552 {
1553 victim->direction = absdir (victim->direction - trap->stats.sp);
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case DIRECTOR:
1559 if (victim->direction && !should_director_abort (trap, victim))
1560 {
1561 victim->direction = trap->stats.sp;
1562 update_turn_face (victim);
1563 }
1564 goto leave;
1565
1566 case BUTTON:
1567 case PEDESTAL:
1568 update_button (trap);
1569 goto leave;
1570
1571 case ALTAR:
1572 /* sacrifice victim on trap */
1573 apply_altar (trap, victim, originator);
1574 goto leave;
1575
1576 case THROWN_OBJ:
1577 if (trap->inv == NULL)
1578 goto leave;
1579 /* fallthrough */
1580
1581 case ARROW:
1582 /* bad bug: monster throw a object, make a step forwards, step on object ,
1583 * trigger this here and get hit by own missile - and will be own enemy.
1584 * Victim then is his own enemy and will start to kill herself (this is
1585 * removed) but we have not synced victim and his missile. To avoid senseless
1586 * action, we avoid hits here
1587 */
1588 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1589 hit_with_arrow (trap, victim);
1590 goto leave;
1591
1592 case SPELL_EFFECT:
1593 apply_spell_effect (trap, victim);
1594 goto leave;
1595
1596 case TRAPDOOR:
1597 {
1598 int max, sound_was_played;
1599 object *ab, *ab_next;
1600
1601 if (!trap->value)
1602 { 1459 {
1603 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1604 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1605 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1606 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1607 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1608
1609 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1610 goto leave;
1611
1612 SET_ANIMATION (trap, trap->value);
1613 update_object (trap, UP_OBJ_FACE);
1614 } 1462 }
1615 1463
1616 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))
1617 { 1486 {
1618 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1619 * ab->above would be bogus 1488 * players output.
1620 */ 1489 */
1621 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1622 1492
1623 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1624 { 1494 victim->enter_exit (trap);
1625 if (!sound_was_played)
1626 {
1627 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1628 sound_was_played = 1;
1629 }
1630 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1631 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1632 }
1633 } 1495 }
1634 goto leave; 1496 break;
1635 }
1636 1497
1637
1638 case CONVERTER:
1639 if (convert_item (victim, trap) < 0)
1640 {
1641 object *op;
1642
1643 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1644
1645 op = get_archetype ("burnout");
1646 if (op != NULL)
1647 {
1648 op->x = trap->x;
1649 op->y = trap->y;
1650 insert_ob_in_map (op, trap->map, trap, 0);
1651 }
1652 }
1653 goto leave;
1654
1655 case TRIGGER_BUTTON:
1656 case TRIGGER_PEDESTAL:
1657 case TRIGGER_ALTAR:
1658 check_trigger (trap, victim);
1659 goto leave;
1660
1661 case DEEP_SWAMP:
1662 walk_on_deep_swamp (trap, victim);
1663 goto leave;
1664
1665 case CHECK_INV:
1666 check_inv (victim, trap);
1667 goto leave;
1668
1669 case HOLE:
1670 /* Hole not open? */
1671 if (trap->stats.wc > 0)
1672 goto leave;
1673
1674 /* Is this a multipart monster and not the head? If so, return.
1675 * Processing will happen if the head runs into the pit
1676 */
1677 if (victim->head)
1678 goto leave;
1679
1680 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1681 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1682 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1683 goto leave;
1684
1685 case EXIT:
1686 if (victim->type == PLAYER && EXIT_PATH (trap))
1687 {
1688 /* Basically, don't show exits leading to random maps the
1689 * players output.
1690 */
1691 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1692 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1693 enter_exit (victim, trap);
1694 }
1695 goto leave;
1696
1697 case ENCOUNTER: 1498 case ENCOUNTER:
1698 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1699 goto leave; 1500 break;
1700 1501
1701 case SHOP_MAT: 1502 case SHOP_MAT:
1702 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1703 goto leave; 1504 break;
1704 1505
1705 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1706 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1707 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1708 goto leave; 1509 break;
1709 1510
1710 case SIGN: 1511 case SIGN:
1711 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1712 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1713 1514
1714 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1715 goto leave; 1516 break;
1716 1517
1717 case CONTAINER: 1518 case CONTAINER:
1718 if (victim->type == PLAYER)
1719 (void) esrv_apply_container (victim, trap);
1720 else
1721 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1722 goto leave; 1520 break;
1723 1521
1724 case RUNE: 1522 case RUNE:
1725 case TRAP: 1523 case TRAP:
1726 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1727 {
1728 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1729 } 1526 break;
1730 goto leave;
1731 1527
1732 default: 1528 default:
1733 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 "
1734 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1735 goto leave; 1531 break;
1736 } 1532 }
1737 1533
1738leave:
1739 recursion_depth--; 1534 recursion_depth--;
1740} 1535}
1741 1536
1742/** 1537/**
1743 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1748 int lev_diff; 1543 int lev_diff;
1749 object *skill_ob; 1544 object *skill_ob;
1750 1545
1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1752 { 1547 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1754 return; 1549 return;
1755 } 1550 }
1551
1756 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1757 { 1553 {
1758 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));
1759 return; 1555 return;
1760 } 1556 }
1761 1557
1762 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1763 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1764 if (!skill_ob) 1560 if (!skill_ob)
1765 { 1561 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1767 return; 1563 return;
1768 } 1564 }
1565
1769 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1770 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1771 { 1568 {
1772 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1773 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."
1774 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1775 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."
1776 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1777 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1778 else if (lev_diff < 8)
1779 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1780 else if (lev_diff < 15)
1781 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1782 else
1783 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1784 return; 1575 return;
1785 } 1576 }
1786 1577
1578 // we currently don't use the message types for anything.
1787 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1788 1580
1789 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1790 msgType->message_type, msgType->message_subtype, 1582
1791 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1792 1586
1793 /* gain xp from reading */ 1587 /* gain xp from reading */
1794 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1795 { /* only if not read before */ 1589 { /* only if not read before */
1796 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1797 1591
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1799 { 1593 {
1800 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1801 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1802 /* If in a container, update how it looks */ 1596
1803 if (tmp->env) 1597 if (object *pl = tmp->visible_to ())
1804 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1805 else
1806 op->contr->socket.update_look = 1;
1807 } 1599 }
1600
1808 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1809 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 */
1810 } 1603 }
1811} 1604}
1812 1605
1813/** 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/**
1814 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1815 * 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
1816 */ 1662 */
1817static void 1663static void
1818apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1819{ 1665{
1820 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1821 { 1667 {
1822 case 0: 1668 case 0:
1823 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1824 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)));
1825 return; 1671 break;
1826 1672
1827 case 1: 1673 case 1:
1828 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1829 decrease_ob (tmp); 1674 tmp->decrease ();
1830 return; 1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1831 1678
1832 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1833 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)));
1834 decrease_ob (tmp); 1683 break;
1835 return;
1836 } 1684 }
1837} 1685}
1838 1686
1839/** 1687/**
1840 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1860 return; 1708 return;
1861 } 1709 }
1862 return; 1710 return;
1863 } 1711 }
1864 1712
1865 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1866 tmp = get_object (); 1714
1867 copy_object (spell, tmp); 1715 tmp = spell->clone ();
1868 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1869 1717
1870 if (special_prayer) 1718 if (special_prayer)
1871 {
1872 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1873 }
1874 1720
1875 esrv_add_spells (op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1876} 1722}
1877 1723
1878/** 1724/**
1892 { 1738 {
1893 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1894 return; 1740 return;
1895 } 1741 }
1896 1742
1897 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));
1898 player_unready_range_ob (op->contr, spob);
1899 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1900 remove_ob (spob); 1745 spob->destroy ();
1901 free_object (spob);
1902} 1746}
1903 1747
1904/** 1748/**
1905 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1906 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1911{ 1755{
1912 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1913 1757
1914 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1915 { 1759 {
1916 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1917 return; 1761 return;
1918 } 1762 }
1919 1763
1920 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1921 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1922 * legacy spellbooks 1766 * legacy spellbooks
1923 */ 1767 */
1924
1925 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1926 { 1769 {
1927 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1928 if (!spell) 1772 if (!spell)
1929 { 1773 {
1930 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));
1931 return; 1775 return;
1932 } 1776 }
1933 else 1777 else
1934 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1935 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1936 } 1781 }
1937 1782
1938 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1939 1784
1940 /* 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
1941 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1942 if (!skop) 1787 if (!skop)
1943 { 1788 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1945 return; 1790 return;
1946 } 1791 }
1947 1792
1948 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1949 if (!spell) 1795 if (!spell)
1950 { 1796 {
1951 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);
1952 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1953 return; 1799 return;
1954 } 1800 }
1955 if (spell->level > (skop->level + 10)) 1801
1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1956 { 1804 {
1957 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 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));
1958 return; 1807 return;
1959 } 1808 }
1960 1809
1961 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));
1962 1811
1963 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1964 {
1965 identify (tmp); 1813 identify (tmp);
1966 if (tmp->env)
1967 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1968 else
1969 op->contr->socket.update_look = 1;
1970 }
1971 1814
1972 /* 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
1973 * 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
1974 * 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
1975 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1976 */ 1819 */
1977 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1978 { 1821 {
1979 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1980 return; 1823 return;
1981 } 1824 }
1982 1825
1983 if (spell->skill) 1826 if (spell->skill)
1984 { 1827 {
1985 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1986 if (!spell_skill) 1830 if (!spell_skill)
1987 { 1831 {
1988 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));
1989 return; 1833 return;
1990 } 1834 }
1835
1991 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1992 { 1837 {
1993 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));
1994 return; 1839 return;
1995 } 1840 }
1996 } 1841 }
1997 1842
1998 /* Logic as follows 1843 /* Logic as follows
2007 * 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
2008 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2009 */ 1854 */
2010 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2011 { 1856 {
2012 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!");
2013 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));
2014 } 1859 }
2015 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2016 (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])
2017 { 1862 {
2018 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2019 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2020 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2021 1865
2022 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2023 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2024 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);
2025 } 1869 }
2026 else 1870 else
2027 { 1871 {
2028 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2029 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2030 } 1874 }
2031 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2032} 1877}
2033 1878
2034/** 1879/**
2035 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2036 */ 1881 */
2039{ 1884{
2040 object *skop; 1885 object *skop;
2041 1886
2042 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2043 { 1888 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2045 return; 1890 return;
2046 } 1891 }
2047 1892
2048 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2049 { 1894 {
2050 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2051 return; 1896 return;
2052 } 1897 }
2053 1898
2054 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2055 { 1900 {
2061 */ 1906 */
2062 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2063 1908
2064 if (!skop) 1909 if (!skop)
2065 { 1910 {
2066 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2067 return; 1912 return;
2068 } 1913 }
2069 1914
2070 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2071 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2072 } 1917 }
2073 1918
2074 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2075 identify (tmp); 1920 identify (tmp);
2076 1921
2077 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));
2078
2079 1923
2080 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2081 decrease_ob (tmp); 1925 tmp->decrease ();
2082} 1926}
2083 1927
2084/** 1928/**
2085 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2086 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2087 * chest. 1931 * chest.
2088 */ 1932 */
2089static void 1933static void
2090apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2091{ 1935{
2092 object *treas;
2093 tag_t tmp_tag = tmp->count, op_tag = op->count;
2094
2095
2096 /* 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
2097 * 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
2098 * 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
2099 * 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
2100 * treasure 1940 * treasure
2101 */ 1941 */
2102
2103 treas = tmp->inv; 1942 object *treas = tmp->inv;
2104 if (treas == NULL) 1943
1944 if (!treas)
2105 { 1945 {
2106 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2107 decrease_ob (tmp); 1947 tmp->decrease ();
2108 return; 1948 return;
2109 } 1949 }
1950
2110 while (tmp->inv) 1951 while (tmp->inv)
2111 { 1952 {
2112 treas = tmp->inv; 1953 treas = tmp->inv;
2113 1954 treas->remove ();
2114 remove_ob (treas);
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2116 1955
2117 treas->x = op->x; 1956 treas->x = op->x;
2118 treas->y = op->y; 1957 treas->y = op->y;
2119 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);
2120 1959
2121 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))
2122 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
2123 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2124 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2125 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2126 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2127 */ 1967 */
2128 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1968 if (op->destroyed () || tmp->destroyed ())
2129 break; 1969 break;
2130 } 1970 }
2131 1971
2132 if (!was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2133 decrease_ob (tmp); 1973 tmp->decrease (true);
2134
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2160 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2162 }
2163
2164 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2165 {
2166 char buf[MAX_BUF];
2167
2168 if (!is_dragon_pl (op))
2169 {
2170 /* eating message for normal players */
2171 if (tmp->type == DRINK)
2172 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2173 else
2174 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2175 }
2176 else
2177 {
2178 /* eating message for dragon players */
2179 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2180 }
2181
2182 new_draw_info (NDI_UNIQUE, 0, op, buf);
2183 capacity_remaining = 999 - op->stats.food;
2184 op->stats.food += tmp->stats.food;
2185 if (capacity_remaining < tmp->stats.food)
2186 op->stats.hp += capacity_remaining / 50;
2187 else
2188 op->stats.hp += tmp->stats.food / 50;
2189 if (op->stats.hp > op->stats.maxhp)
2190 op->stats.hp = op->stats.maxhp;
2191 if (op->stats.food > 999)
2192 op->stats.food = 999;
2193 }
2194
2195 /* special food hack -b.t. */
2196 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2197 eat_special_food (op, tmp);
2198 }
2199 }
2200 handle_apply_yield (tmp);
2201 decrease_ob (tmp);
2202} 1974}
2203 1975
2204/** 1976/**
2205 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2206 * 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.
2209 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2210 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2211 * return: 1983 * return:
2212 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2213 */ 1985 */
2214int 1986static int
2215dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2216{ 1988{
2217 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2218 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2219 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2220 1992
2221 char buf[MAX_BUF]; /* tmp. string buffer */
2222 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2223 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2224 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2225 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2226 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2228 int i; /* index */ 1999 int i; /* index */
2229 2000
2230 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2231 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2232 return 0; 2003 return 0;
2233 2004
2234 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2235 from the player's inventory */ 2006 from the player's inventory */
2236 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2237 {
2238 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2239 { 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2240 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2241 skin = tmp; 2010 skin = tmp;
2242 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2243 abil = tmp; 2012 abil = tmp;
2244 }
2245 }
2246 2013
2247 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2248 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2249 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2250 return 0; 2017 return 0;
2251 2018
2252 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2253 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2254 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2255 else 2022 else
2256 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2257 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2258 op->stats.hp = op->stats.maxhp;
2259
2260 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2261 2027
2262 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2263 2029
2264 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2265 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2275 2041
2276 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2277 flesh is too rare */ 2043 flesh is too rare */
2278 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2279 2045
2280 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2281 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2282 2048
2283 if (chance >= 0.) 2049 if (chance >= 0.)
2284 chance += 1.; 2050 chance += 1.;
2285 else 2051 else
2286 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2287 2053
2288 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2289 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2290 2056
2291 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2292 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2293 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2294 2060
2295 /* 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!) */
2296 if (RANDOM () % 10000 < (int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2297 { 2063 {
2298 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2299 winners++; 2065 winners++;
2300 } 2066 }
2301 2067
2306 } 2072 }
2307 } 2073 }
2308 2074
2309 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2310 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2311 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2312 if (totalchance > 50.) 2080 if (totalchance > 50.)
2313 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2314 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2315 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2316 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2317 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2318 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2319 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2320 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2321 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2322 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))
2323 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2324 else 2092 else
2325 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2326 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2327 2096
2328 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2329 i = -1; 2098 i = -1;
2330 if (winners > 0) 2099 if (winners > 0)
2331 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2332 2101
2333 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2334 { 2103 {
2335 /* resistance increased! */ 2104 /* resistance increased! */
2336 skin->resist[i]++; 2105 skin->resist[i]++;
2337 fix_player (op); 2106 op->update_stats ();
2338 2107
2339 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]));
2340 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2341 } 2109 }
2342 2110
2343 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2344 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 */
2345 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)
2346 { 2114 {
2347 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> */
2348 2116
2349 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
2350 { 2123 ));
2351 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2352 new_draw_info (NDI_UNIQUE, 0, op, buf);
2353 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2354 new_draw_info (NDI_UNIQUE, 0, op, buf);
2355 }
2356 else 2124 else
2357 { 2125 {
2358 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]));
2359 new_draw_info (NDI_UNIQUE, 0, op, buf);
2360 abil->last_eat = 0; 2127 abil->last_eat = 0;
2361 } 2128 }
2362 } 2129 }
2130
2363 return 1; 2131 return 1;
2364} 2132}
2365 2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2366static void 2138static void
2367apply_savebed (object *pl) 2139apply_food (object *op, object *tmp)
2368{ 2140{
2369#ifndef COZY_SERVER 2141 int capacity_remaining;
2370 if (!pl->contr->name_changed || !pl->stats.exp) 2142
2371 { 2143 if (op->type != PLAYER)
2372 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2144 op->stats.hp = op->stats.maxhp;
2373 return; 2145 else
2374 } 2146 {
2375#endif 2147 /* check if this is a dragon (player), eating some flesh */
2376 INVOKE_PLAYER (LOGOUT, pl->contr); 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2377 /* Need to call terminate_all_pets() before we remove the player ob */ 2149 ;
2378 terminate_all_pets (pl); 2150 else
2379 remove_ob (pl); 2151 {
2380 pl->direction = 0; 2152 /* usual case - no dragon meal: */
2381 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 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 }
2382 2160
2383 /* update respawn position */ 2161 tmp->play_sound (
2384 strcpy (pl->contr->savebed_map, pl->map->path); 2162 tmp->sound
2385 pl->contr->bed_x = pl->x; 2163 ? tmp->sound
2386 pl->contr->bed_y = pl->y; 2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2387 2168
2388 strcpy (pl->contr->killer, "left"); 2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2389 check_score (pl); /* Always check score */ 2170 {
2390 (void) save_player (pl, 0); 2171 const char *buf;
2391 pl->map->players--; 2172
2392#if MAP_MAXTIMEOUT 2173 if (!op->is_dragon ())
2393 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2174 {
2394#endif 2175 /* eating message for normal players */
2395 play_again (pl); 2176 if (tmp->type == DRINK)
2396 pl->speed = 0; 2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2397 update_ob_speed (pl); 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 ();
2398} 2206}
2399 2207
2400/** 2208/**
2401 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2402 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2404static void 2212static void
2405apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2406{ 2214{
2407 object *armor; 2215 object *armor;
2408 2216
2409 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2410 { 2218 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2412 return; 2220 return;
2413 } 2221 }
2222
2414 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2224
2415 if (!armor) 2225 if (!armor)
2416 { 2226 {
2417 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2418 return; 2228 return;
2419 } 2229 }
2230
2420 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2421 && armor->type != CLOAK 2232 && armor->type != CLOAK
2422 && 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)
2423 { 2234 {
2424 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2425 return; 2236 return;
2426 } 2237 }
2427 2238
2428 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2429 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2430} 2241}
2431 2242
2432 2243void
2433extern void
2434apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2435{ 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
2436 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2437 { 2252 {
2438 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2439 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2440 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2441 } 2256 }
2257
2442 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2443 { 2259 {
2444 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);
2445 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2446 } 2262 }
2263
2447 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2448 handle_apply_yield (tmp); 2265 poison->destroy ();
2449 decrease_ob (tmp);
2450} 2266}
2451 2267
2452/** 2268/**
2453 * This fonction 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
2454 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2455 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2456 * -You are
2457 * ° the owner of the exit
2458 * ° or in the same party as the owner
2459 * 2272 *
2460 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2461 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2462 * 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
2463 */ 2276 */
2464int 2277static object *
2465is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2466{ 2279{
2467 object *tmp; 2280 if (lighter == 0)
2468 object *exit_owner;
2469 player *pp;
2470 mapstruct *exitmap;
2471
2472 if (exit->stats.exp != 1)
2473 return 1; /*This is not a 2 way, so it is legal */
2474 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at
2477 * all the exits in destination and try to find one with same path as
2478 * the current exit's position */
2479 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2480 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else
2482 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2483 if (exitmap)
2484 { 2281 {
2485 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2486 if (!tmp)
2487 return 0;
2488 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2489 { 2283 {
2490 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2491 continue; /*Not an exit */
2492 if (!EXIT_PATH (tmp))
2493 continue; /*Not a valid exit */
2494 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2495 continue; /*Not in the same place */
2496 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2497 continue; /*Not in the same map */
2498
2499 /* From here we have found the exit is valid. However we do
2500 * here the check of the exit owner. It is important for the
2501 * town portals to prevent strangers from visiting your appartments
2502 */
2503 if (!exit->race)
2504 return 1; /*No owner, free for all! */
2505 exit_owner = NULL;
2506 for (pp = first_player; pp; pp = pp->next)
2507 { 2285 {
2508 if (!pp->ob) 2286 lighter = tmp;
2509 continue;
2510 if (pp->ob->name != exit->race)
2511 continue;
2512 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2513 break; 2287 break;
2514 } 2288 }
2515 if (!exit_owner) 2289 }
2516 return 0; /* No more owner */ 2290
2517 if (exit_owner->contr == op->contr) 2291 if (!lighter)
2518 return 1; /*It is your exit */ 2292 {
2519 if (exit_owner && /*There is a owner */ 2293 who->failmsg (format (
2520 (op->contr) && /*A player tries to pass */ 2294 "You can't light up the %s with your bare hands! "
2521 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2522 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2296 &op->name));
2523 return 0; 2297 return 0;
2298 }
2299 }
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));
2524 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2525 } 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
2526 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
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)
2527 return 0; 2537 return;
2528}
2529 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 ();
2613}
2530 2614
2531/** 2615/**
2532 * Main apply handler. 2616 * Main apply handler.
2533 * 2617 *
2534 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2536 * Return value: 2620 * Return value:
2537 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2538 * 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
2539 * 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
2540 * 2624 *
2541 * 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
2542 * being applied. 2626 * being applied.
2543 * 2627 *
2544 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2545 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2546 */ 2630 */
2547 2631static int
2548int
2549manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2550{ 2633{
2551 if (tmp->head) 2634 op = op->head_ ();
2552 tmp = tmp->head;
2553 2635
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2555 { 2637 {
2556 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2557 { 2639 {
2558 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2559 return 1; 2642 return 1;
2560 } 2643 }
2561 else 2644 else
2562 {
2563 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2564 }
2565 } 2646 }
2566 2647
2567 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2568 return RESULT_INT (0); 2649 return RESULT_INT (0);
2569 2650
2570 switch (tmp->type) 2651 switch (op->type)
2571 { 2652 {
2572
2573 case CF_HANDLE: 2653 case T_HANDLE:
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2575 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2576 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2577 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2578 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2579 push_button (tmp); 2659 push_button (op, who);
2580 return 1; 2660 return 1;
2581 2661
2582 case TRIGGER: 2662 case TRIGGER:
2583 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2584 { 2664 {
2585 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2586 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2587 } 2667 }
2588 else 2668 else
2589 { 2669 who->failmsg ("The handle doesn't move.");
2590 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2670
2591 }
2592 return 1; 2671 return 1;
2593 2672
2594 case EXIT: 2673 case EXIT:
2595 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2596 return 0;
2597 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2598 {
2599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2600 }
2601 else
2602 {
2603 /* Don't display messages for random maps. */
2604 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8))
2605 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2606 enter_exit (op, tmp);
2607 }
2608 return 1;
2609
2610 case SIGN:
2611 apply_sign (op, tmp, 0);
2612 return 1;
2613
2614 case BOOK:
2615 if (op->type == PLAYER)
2616 {
2617 apply_book (op, tmp);
2618 return 1;
2619 }
2620 else
2621 {
2622 return 0;
2623 }
2624
2625 case SKILLSCROLL:
2626 if (op->type == PLAYER)
2627 {
2628 apply_skillscroll (op, tmp);
2629 return 1;
2630 }
2631 return 0; 2675 return 0;
2632 2676
2677 if (!EXIT_PATH (op))
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)));
2679 else
2680 {
2681 /* Don't display messages for random maps. */
2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2685 who->enter_exit (op);
2686 }
2687
2688 return 1;
2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2695 case SIGN:
2696 apply_sign (who, op, 0);
2697 return 1;
2698
2633 case SPELLBOOK: 2699 case BOOK:
2634 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2635 { 2701 {
2636 apply_spellbook (op, tmp); 2702 apply_book (who, op);
2637 return 1; 2703 return 1;
2638 } 2704 }
2705 else
2639 return 0; 2706 return 0;
2640 2707
2641 case SCROLL: 2708 case SKILLSCROLL:
2642 apply_scroll (op, tmp, 0);
2643 return 1;
2644
2645 case POTION:
2646 (void) apply_potion (op, tmp);
2647 return 1;
2648
2649 /* Eneq(@csd.uu.se): Handle apply on containers. */
2650 case CLOSE_CON:
2651 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2652 (void) esrv_apply_container (op, tmp->env);
2653 else
2654 (void) apply_container (op, tmp->env);
2655 return 1;
2656
2657 case CONTAINER:
2658 if (op->type == PLAYER)
2659 (void) esrv_apply_container (op, tmp);
2660 else
2661 (void) apply_container (op, tmp);
2662 return 1;
2663
2664 case TREASURE:
2665 if (op->type == PLAYER)
2666 { 2710 {
2667 apply_treasure (op, tmp); 2711 apply_skillscroll (who, op);
2668 return 1; 2712 return 1;
2669 } 2713 }
2670 else 2714 else
2671 {
2672 return 0;
2673 }
2674
2675 case WEAPON:
2676 case ARMOUR:
2677 case BOOTS:
2678 case GLOVES:
2679 case AMULET:
2680 case GIRDLE:
2681 case BRACERS:
2682 case SHIELD:
2683 case HELMET:
2684 case RING:
2685 case CLOAK:
2686 case WAND:
2687 case ROD:
2688 case HORN:
2689 case SKILL:
2690 case BOW:
2691 case LAMP:
2692 case BUILDER:
2693 case SKILL_TOOL:
2694 if (tmp->env != op)
2695 return 2; /* not in inventory */
2696 (void) apply_special (op, tmp, aflag);
2697 return 1;
2698
2699 case DRINK:
2700 case FOOD:
2701 case FLESH:
2702 apply_food (op, tmp);
2703 return 1;
2704
2705 case POISON:
2706 apply_poison (op, tmp);
2707 return 1;
2708
2709 case SAVEBED:
2710 if (op->type == PLAYER)
2711 {
2712 apply_savebed (op);
2713 return 1;
2714 }
2715 else
2716 {
2717 return 0;
2718 }
2719
2720 case ARMOUR_IMPROVER:
2721 if (op->type == PLAYER)
2722 {
2723 apply_armour_improver (op, tmp);
2724 return 1;
2725 }
2726 else
2727 {
2728 return 0;
2729 }
2730
2731 case WEAPON_IMPROVER:
2732 (void) check_improve_weapon (op, tmp);
2733 return 1;
2734
2735 case CLOCK:
2736 if (op->type == PLAYER)
2737 {
2738 char buf[MAX_BUF];
2739 timeofday_t tod;
2740
2741 get_tod (&tod);
2742 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2743 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2744 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2745 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2746 new_draw_info (NDI_UNIQUE, 0, op, buf);
2747 return 1;
2748 }
2749 else
2750 {
2751 return 0;
2752 }
2753
2754 case MENU:
2755 if (op->type == PLAYER)
2756 {
2757 shop_listing (op);
2758 return 1;
2759 }
2760 else
2761 {
2762 return 0;
2763 }
2764
2765 case POWER_CRYSTAL:
2766 apply_power_crystal (op, tmp); /* see egoitem.c */
2767 return 1;
2768
2769 case LIGHTER: /* for lighting torches/lanterns/etc */
2770 if (op->type == PLAYER)
2771 {
2772 apply_lighter (op, tmp);
2773 return 1;
2774 }
2775 else
2776 {
2777 return 0;
2778 }
2779
2780 case ITEM_TRANSFORMER:
2781 apply_item_transformer (op, tmp);
2782 return 1;
2783
2784 default:
2785 return 0; 2715 return 0;
2786 }
2787}
2788 2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2719 {
2720 apply_spellbook (who, op);
2721 return 1;
2722 }
2723 else
2724 return 0;
2789 2725
2790/* quiet suppresses the "don't know how to apply" and "you must get it first" 2726 case SCROLL:
2791 * messages as needed by player_apply_below(). But there can still be 2727 apply_scroll (who, op, 0);
2792 * "but you are floating high above the ground" messages. 2728 return 1;
2793 * 2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2748 return 1;
2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2757
2758 case WEAPON:
2759 case ARMOUR:
2760 case BOOTS:
2761 case GLOVES:
2762 case AMULET:
2763 case GIRDLE:
2764 case BRACERS:
2765 case SHIELD:
2766 case HELMET:
2767 case RING:
2768 case CLOAK:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 case SKILL:
2773 case SPELL:
2774 case BOW:
2775 case RANGED:
2776 case BUILDER:
2777 case SKILL_TOOL:
2778 if (op->env != who)
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)));
2780 else
2781 apply_special (who, op, aflag);
2782
2783 return 1;
2784
2785 case DRINK:
2786 case FOOD:
2787 case FLESH:
2788 apply_food (who, op);
2789 return 1;
2790
2791 case POISON:
2792 apply_poison (who, op);
2793 return 1;
2794
2795 case SAVEBED:
2796 return 1;
2797
2798 case ARMOUR_IMPROVER:
2799 if (who->type == PLAYER)
2800 {
2801 apply_armour_improver (who, op);
2802 return 1;
2803 }
2804 else
2805 return 0;
2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2811 case CLOCK:
2812 if (who->type == PLAYER)
2813 {
2814 char buf[MAX_BUF];
2815 timeofday_t tod;
2816
2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
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 ));
2824 return 1;
2825 }
2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2831 {
2832 shop_listing (op, who);
2833 return 1;
2834 }
2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2844 {
2845 apply_lighter (who, op);
2846 return 1;
2847 }
2848 else
2849 return 0;
2850
2851 case ITEM_TRANSFORMER:
2852 apply_item_transformer (who, op);
2853 return 1;
2854
2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2857 return 0;
2858 }
2859}
2860
2861/*
2794 * Same return value as apply() function. 2862 * Same return value as apply() function.
2795 */ 2863 */
2796int 2864bool
2797player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2798{ 2866{
2799 int tmp;
2800
2801 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2802 { 2868 {
2803 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2804 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2805 { 2871 {
2806 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2807 return 0; 2875 return 0;
2808 } 2876 }
2809 } 2877 }
2810 2878
2811 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2812 * applied.
2813 */
2814 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2815 {
2816 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2817 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2818 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2819 remove_ob (op);
2820 free_object (op);
2821 return 1;
2822 }
2823
2824 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2825 pl->contr->last_used_id = op->count;
2826 2880
2827 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2828 if (!quiet)
2829 {
2830 if (tmp == 0)
2831 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2832 else if (tmp == 2)
2833 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2834 }
2835 return tmp;
2836} 2882}
2837 2883
2838/** 2884/**
2839 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2840 * 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
2841 * we use the ground. 2887 * we use the ground.
2842 */ 2888 */
2843
2844void 2889void
2845player_apply_below (object *pl) 2890player_apply_below (object *pl)
2846{ 2891{
2847 object *tmp, *next;
2848 int floors; 2892 int floors = 0;
2849 2893
2850 /* If using a container, set the starting item to be the top 2894 /* If using a container, set the starting item to be the top
2851 * item in the container. Otherwise, use the map. 2895 * item in the container. Otherwise, use the map.
2852 */
2853 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2854
2855 /* This is perhaps more complicated. However, I want to make sure that 2896 * This is perhaps more complicated. However, I want to make sure that
2856 * 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
2857 * 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
2858 * 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
2859 * not return a proper value. 2900 * not return a proper value.
2860 */ 2901 */
2861 for (floors = 0; tmp != NULL; tmp = next) 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?
2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2862 { 2905 {
2863 next = tmp->below; 2906 next = tmp->below;
2864 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2865 floors++;
2866 else if (floors > 0)
2867 return; /* process only floor objects after first floor object */
2868 2907
2869 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2870 * person moving on it, also activate. Added code to make it
2871 * so that at least one of players movement types be that which
2872 * the item needs.
2873 */ 2909 */
2874 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2875 {
2876 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2877 return; 2912 break;
2878 } 2913
2879 if (floors >= 2) 2914 break;
2880 return; /* process at most two floor objects */
2881 } 2915 }
2882} 2916}
2883 2917
2884/** 2918/**
2885 * Unapplies specified item. 2919 * Unapplies specified item.
2888 * to keep the size of apply_special to a more managable size. 2922 * to keep the size of apply_special to a more managable size.
2889 */ 2923 */
2890static int 2924static int
2891unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2892{ 2926{
2893 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2894 return RESULT_INT (0); 2929 return RESULT_INT (0);
2895 2930
2896 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2897 2933
2898 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2935
2899 switch (op->type) 2936 switch (op->type)
2900 { 2937 {
2901 case WEAPON:
2902 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2903
2904 (void) change_abil (who, op);
2905 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2906 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2907 clear_skill (who);
2908 break;
2909
2910 case SKILL: /* allows objects to impart skills */
2911 case SKILL_TOOL: 2938 case SKILL:
2912 if (op != who->chosen_skill) 2939 if (player *pl = who->contr)
2913 {
2914 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2915 }
2916 if (who->type == PLAYER)
2917 {
2918 if (who->contr->shoottype == range_skill)
2919 who->contr->shoottype = range_none;
2920 if (!op->invisible) 2940 if (op->invisible)
2921 { 2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2922 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2923 }
2924 else
2925 {
2926 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2927 }
2928 }
2929 (void) change_abil (who, op);
2930 who->chosen_skill = NULL;
2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2932 break;
2933
2934 case ARMOUR:
2935 case HELMET:
2936 case SHIELD:
2937 case RING:
2938 case BOOTS:
2939 case GLOVES:
2940 case AMULET:
2941 case GIRDLE:
2942 case BRACERS:
2943 case CLOAK:
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2945 (void) change_abil (who, op);
2946 break;
2947 case LAMP:
2948 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2949 tmp2 = arch_to_object (op->other_arch);
2950 tmp2->x = op->x;
2951 tmp2->y = op->y;
2952 tmp2->map = op->map;
2953 tmp2->below = op->below;
2954 tmp2->above = op->above;
2955 tmp2->stats.food = op->stats.food;
2956 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2957 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2958 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2959 if (who->type == PLAYER)
2960 esrv_del_item (who->contr, (tag_t) op->count);
2961 remove_ob (op);
2962 free_object (op);
2963 insert_ob_in_ob (tmp2, who);
2964 fix_player (who);
2965 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2966 {
2967 if (who->type == PLAYER)
2968 {
2969 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2970 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2971 }
2972 }
2973 if (who->type == PLAYER)
2974 esrv_send_item (who, tmp2);
2975 return 1; /* otherwise, an attempt to drop causes problems */
2976 break;
2977 case BOW:
2978 case WAND:
2979 case ROD:
2980 case HORN:
2981 clear_skill (who);
2982 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2983 if (who->type == PLAYER)
2984 {
2985 who->contr->shoottype = range_none;
2986 }
2987 else 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
2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons
2957 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0);
2960
2961 break;
2962
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2988 { 2969 {
2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2989 if (op->type == BOW) 2977 if (op->type == BOW)
2990 CLEAR_FLAG (who, FLAG_READY_BOW); 2978 op->flag [FLAG_READY_BOW ] = false;
2991 else 2979 else
2992 CLEAR_FLAG (who, FLAG_READY_RANGE); 2980 op->flag [FLAG_READY_RANGE] = false;
2993 } 2981 }
2982
2994 break; 2983 break;
2995 2984
2985 case ARMOUR:
2986 case HELMET:
2987 case SHIELD:
2988 case RING:
2989 case BOOTS:
2990 case GLOVES:
2991 case AMULET:
2992 case GIRDLE:
2993 case BRACERS:
2994 case CLOAK:
2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2996 change_abil (who, op);
2997 break;
2998
2999 case SPELL:
2996 case BUILDER: 3000 case BUILDER:
2997 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2998 who->contr->shoottype = range_none;
2999 who->contr->ranges[range_builder] = NULL;
3000 break; 3002 break;
3001 3003
3004 //case SKILL_TOOL://TODO
3002 default: 3005 default:
3003 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
3004 break; 3007 break;
3005 }
3006
3007 fix_player (who);
3008
3009 if (!(aflags & AP_NO_MERGE))
3010 { 3008 }
3011 object *tmp;
3012 3009
3013 tag_t del_tag = op->count; 3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3014 3011 if (object *pl = op->visible_to ())
3015 tmp = merge_ob (op, NULL);
3016 if (who->type == PLAYER)
3017 {
3018 if (tmp)
3019 { /* it was merged */
3020 esrv_del_item (who->contr, del_tag);
3021 op = tmp;
3022 }
3023 esrv_send_item (who, op); 3012 esrv_send_item (pl, op);
3024 } 3013
3025 } 3014 who->update_stats ();
3015
3026 return 0; 3016 return 0;
3027} 3017}
3028 3018
3029/** 3019/**
3030 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
3031 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
3032 * then go through the below of this. In this way, you can do 3022 * then go through the below of this. In this way, you can do
3033 * something like: 3023 * something like:
3034 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
3035 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3036 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
3037 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
3038 * loc is the index into the array we are looking for a match. 3028 * loc is the index into the array we are looking for a match.
3039 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
3040 * invisible other objects that use 3030 * invisible other objects that use
3041 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
3042 */ 3032 */
3043object * 3033static object *
3044get_item_from_body_location (object *start, int loc) 3034get_next_item_from_body_location (int loc, object *start)
3045{ 3035{
3046 object *tmp;
3047
3048 if (!start)
3049 return NULL;
3050
3051 for (tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3052 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3037 if (tmp->flag [FLAG_APPLIED]
3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3053 return tmp; 3040 return tmp;
3054 3041
3055 return NULL; 3042 return 0;
3056} 3043}
3057
3058
3059 3044
3060/** 3045/**
3061 * 'op' wants to apply an object, but can't because of other equipment. 3046 * 'op' wants to apply an object, but can't because of other equipment.
3062 * This should only be called when it is known 3047 * This should only be called when it is known
3063 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
3066 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
3067 * if aflags is AP_PRINT, we instead print out waht to unapply 3052 * if aflags is AP_PRINT, we instead print out waht to unapply
3068 * instead of doing it. This is a lot less code than having 3053 * instead of doing it. This is a lot less code than having
3069 * another function that does just that. 3054 * another function that does just that.
3070 */ 3055 */
3071int 3056
3057#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>"
3061
3062static int
3072unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3073{ 3064{
3074 int i; 3065 if (op->is_range ())
3075 object *tmp = NULL, *last;
3076
3077 /* If we are applying a shield or weapon, unapply any equipped shield
3078 * or weapons first - only allowed to use one weapon/shield at a time.
3079 */
3080 if (op->type == WEAPON || op->type == SHIELD)
3081 {
3082 for (tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3083 {
3084 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3085 {
3086 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)))
3087 { 3069 {
3088 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
3089 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
3090 else 3072 else
3091 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3092 } 3074 }
3093 else 3075 else
3094 { 3076 {
3095 /* 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.
3096 * 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
3097 * at least generate the message. 3079 * at least generate the message.
3098 */ 3080 */
3099 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3100 return 1; 3082 return 1;
3101 }
3102
3103 } 3083 }
3104 }
3105 }
3106 3084
3107 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3108 { 3086 {
3109 /* this used up a slot that we need to free */ 3087 /* this used up a slot that we need to free */
3110 if (op->body_info[i]) 3088 if (op->slot[i].info)
3111 { 3089 {
3112 last = who->inv; 3090 object *last = who->inv;
3113 3091
3114 /* We do a while loop - may need to remove several items in order 3092 /* We do a while loop - may need to remove several items in order
3115 * to free up enough slots. 3093 * to free up enough slots.
3116 */ 3094 */
3117 while ((who->body_used[i] + op->body_info[i]) < 0) 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3118 { 3096 {
3119 tmp = get_item_from_body_location (last, i); 3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3120 if (!tmp) 3099 if (!tmp)
3121 { 3100 {
3122#if 0 3101#if 0
3123 /* Not a bug - we'll get this if the player has cursed items 3102 /* Not a bug - we'll get this if the player has cursed items
3124 * equipped. 3103 * equipped.
3125 */ 3104 */
3126 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3105 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3127#endif 3106#endif
3128 return 1; 3107 return 1;
3129 } 3108 }
3109
3130 /* 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 */
3131 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))))
3132 { 3112 {
3133 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
3134 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
3135 else 3115 else
3136 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
3137 } 3117 }
3138 else 3118 else
3139 { 3119 {
3140 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
3141 * 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,
3142 * 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
3143 * one cursed ring.) 3123 * one cursed ring.)
3144 */ 3124 */
3145 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3146 } 3126 }
3127
3147 last = tmp->below; 3128 last = tmp->below;
3148 } 3129 }
3149 /* 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
3150 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
3151 */ 3132 */
3152 } /* if op is using this body location */ 3133 } /* if op is using this body location */
3153 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
3154 return 0; 3136 return 0;
3155} 3137}
3156 3138
3157/** 3139/**
3158 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
3159 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
3160 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
3161 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
3162 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3144 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3163 * is set, do we really are what the other flags may be?) 3145 * is set, do we really care what the other flags may be?)
3164 * 3146 *
3165 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
3166 * these return values. 3148 * these return values.
3167 */ 3149 */
3168int 3150int
3169can_apply_object (object *who, object *op) 3151can_apply_object (object *who, object *op)
3170{ 3152{
3171 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3153 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3172 return RESULT_INT (0); 3154 return RESULT_INT (0);
3173 3155
3174 int i, retval = 0; 3156 int retval = 0;
3175 object *tmp = NULL, *ws = NULL; 3157 object *tmp = 0, *ws = 0;
3176 3158
3177 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3178 * 2 weapons, but we don't want to let them do that. So if they are
3179 * trying to equip a weapon or shield, see if they already have one
3180 * in place and store that way.
3181 */
3182 if (op->type == WEAPON || op->type == SHIELD)
3183 { 3160 {
3184 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3161 if (op->slot[i].info)
3185 { 3162 {
3186 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3163 /* Item uses more slots than we have */
3164 if (who->slot[i].info + op->slot [i].info < 0)
3187 { 3165 {
3188 retval = CAN_APPLY_UNAPPLY;
3189 ws = tmp;
3190 }
3191 }
3192 }
3193
3194
3195 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3196 {
3197 if (op->body_info[i])
3198 {
3199 /* Item uses more slots than we have */
3200 if (FABS (op->body_info[i]) > who->body_info[i])
3201 {
3202 /* Could return now for efficiently - rest of info below isn' 3166 /* Could return now for efficiency - rest of info below isn't
3203 * really needed. 3167 * really needed.
3204 */ 3168 */
3205 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
3206 } 3170 }
3207 else if ((who->body_used[i] + op->body_info[i]) < 0) 3171 else if (who->slot[i].used + op->slot[i].info < 0)
3208 { 3172 {
3209 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
3210 * we have. 3174 * we have.
3211 */ 3175 */
3212 object *tmp1;
3213
3214 3176
3215 /* if we have an applied weapon/shield, and unapply it would free 3177 /* if we have an applied weapon/shield, and unapply it would free
3216 * enough slots to equip the new item, then just set this can 3178 * enough slots to equip the new item, then just set "can
3217 * continue. We don't care about the logic below - if you have 3179 * apply unapply". We don't care about the logic below - if you have a
3218 * shield equipped and try to equip another shield, there is only 3180 * shield equipped and try to equip another shield, there is only
3219 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
3220 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
3221 * may be two handed for example. 3183 * may be two handed for example.
3222 */ 3184 */
3223 if (ws) 3185 if (ws)
3224 { 3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3225 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3226 { 3187 {
3227 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
3228 continue; 3189 continue;
3229 } 3190 }
3230 }
3231 3191
3232 tmp1 = get_item_from_body_location (who->inv, i); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3233 if (!tmp1) 3193 if (!tmp1)
3234 {
3235#if 0
3236 /* This is sort of an error, but happens a lot when old players
3237 * join in with more stuff equipped than they are now allowed.
3238 */
3239 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3240#endif
3241 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3242 }
3243 else 3195 else
3244 { 3196 {
3245 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3246 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3247 * to apply multiple objects 3199 * to apply multiple objects
3248 */ 3200 */
3249 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3202
3250 if (!tmp) 3203 if (!tmp)
3251 tmp = tmp1; 3204 tmp = tmp1;
3252 else if (tmp != tmp1) 3205 else if (tmp != tmp1)
3253 {
3254 retval |= CAN_APPLY_UNAPPLY_MULT; 3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3255 } 3207
3256 /* This object isn't using up all the slots, so there must 3208 /* This object isn't using up all the slots, so there must
3257 * be another. If so, and it the new item doesn't need all 3209 * be another. If so, and it the new item doesn't need all
3258 * the slots, the player then has a choice. 3210 * the slots, the player then has a choice.
3259 */ 3211 */
3260 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3212 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3213 && abs (op->slot[i].info) < who->slot[i].info)
3261 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3262 3215
3263 /* Does unequippint 'tmp1' free up enough slots for this to be 3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3264 * equipped? If not, there must be something else to unapply. 3217 * equipped? If not, there must be something else to unapply.
3265 */ 3218 */
3266 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3219 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3267 retval |= CAN_APPLY_UNAPPLY_MULT; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3268
3269 } 3221 }
3270 } /* if not enough free slots */ 3222 } /* if not enough free slots */
3271 } /* if this object uses location i */ 3223 } /* if this object uses location i */
3272 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3273 3225
3278 * and weapons all use the same slot. Similar for horn/rod/wand - they 3230 * and weapons all use the same slot. Similar for horn/rod/wand - they
3279 * all use the same location. 3231 * all use the same location.
3280 */ 3232 */
3281 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3282 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3235
3283 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3284 retval |= CAN_APPLY_RESTRICTION; 3237 retval |= CAN_APPLY_RESTRICTION;
3285 3238
3286
3287 if (who->type != PLAYER) 3239 if (who->type != PLAYER)
3288 { 3240 {
3289 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3290 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3246
3293 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3294 retval |= CAN_APPLY_RESTRICTION; 3248 retval |= CAN_APPLY_RESTRICTION;
3249
3295 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3296 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3297 } 3252 }
3253
3298 return retval; 3254 return retval;
3299} 3255}
3300 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;
3301 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;
3344}
3302 3345
3303/** 3346/**
3304 * 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.
3305 * 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,
3306 * eg, one which you put on and keep on for a while, and not something 3349 * eg, one which you put on and keep on for a while, and not something
3315 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3316 * 3359 *
3317 * Optional flags: 3360 * Optional flags:
3318 * AP_NO_MERGE: don't merge an unapplied object with other objects 3361 * AP_NO_MERGE: don't merge an unapplied object with other objects
3319 * AP_IGNORE_CURSE: unapply cursed items 3362 * AP_IGNORE_CURSE: unapply cursed items
3363 * AP_NO_READY: do not ready skills when applying skill tools
3320 * 3364 *
3321 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3322 * 3366 *
3323 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3324 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3325int 3373int
3326apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3327{ 3375{
3328 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3329 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3330 int i;
3331 3378
3332 if (who == NULL) 3379 if (who == NULL)
3333 { 3380 {
3334 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3335 return 1; 3382 return 1;
3345 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3346 return 0; 3393 return 0;
3347 3394
3348 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)))
3349 { 3396 {
3350 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3351 return 1; 3398 return 1;
3352 } 3399 }
3400
3353 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3354 } 3402 }
3355
3356 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3357 return 0; 3404 return 0;
3358 3405
3359 i = can_apply_object (who, op); 3406 splay (op);
3360 3407
3361 /* 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 */
3362 if (i) 3409 if (int i = can_apply_object (who, op))
3363 { 3410 {
3364 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3365 { 3412 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3367 return 1; 3414 return 1;
3368 } 3415 }
3369 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3370 { 3417 {
3371 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3418 who->failmsg (format (
3419 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op)
3422 ));
3372 return 1; 3423 return 1;
3373 } 3424 }
3425
3374 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3375 { 3427 {
3376 /* Some error, so don't try to equip something more */ 3428 /* Some error, so don't try to equip something more */
3377 if (unapply_for_ob (who, op, aflags)) 3429 if (unapply_for_ob (who, op, aflags))
3378 return 1; 3430 return 1;
3379 } 3431 }
3380 else 3432 else
3381 { 3433 {
3382 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))
3383 { 3435 {
3384 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3385 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3386 return 1; 3438 return 1;
3387 } 3439 }
3388 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))
3389 {
3390 i = unapply_for_ob (who, op, aflags); 3441 if (unapply_for_ob (who, op, aflags))
3391 if (i)
3392 return 1; 3442 return 1;
3393 } 3443 }
3394 }
3395 } 3444 }
3445
3396 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3397 { 3447 {
3448 // try to ready attached skill first
3398 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3450
3399 if (!skop) 3451 if (!skop)
3400 { 3452 {
3401 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));
3402 return 1; 3454 return 1;
3403 } 3455 }
3404 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3405 {
3406 /* While experience will be credited properly, we want to change the
3407 * skill so that the dam and wc get updated
3408 */
3409 change_skill (who, skop, 0);
3410 } 3457 {
3411 } 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3412 3459 return 1;
3413 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3460 }
3414 { 3461 }
3415 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3416 return 1; 3466 return 1;
3417 } 3467 }
3418
3419 3468
3420 /* 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.
3421 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3422 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3423 */ 3472 */
3424 3473
3425 3474 // split away all the other items from the stack, so only one item is left
3426 if (op->nrof > 1) 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3427 tmp = get_split_ob (op, op->nrof - 1);
3428 else
3429 tmp = NULL;
3430 3476
3431 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)))
3432 return RESULT_INT (0); 3478 return RESULT_INT (0);
3433 3479
3434 switch (op->type) 3480 switch (op->type)
3435 { 3481 {
3436 case WEAPON: 3482 case WEAPON:
3437 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3438 { 3484 {
3439 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3440 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3441 if (tmp != NULL)
3442 (void) insert_ob_in_ob (tmp, who);
3443 return 1;
3444 }
3445 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3446 {
3447 /* 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. */
3448 /* (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) */
3449 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3450 if (tmp != NULL) 3488 "H<Its name indicates that it belongs to somebody else.>");
3451 (void) insert_ob_in_ob (tmp, who); 3489 if (tmp) who->insert (tmp);
3452 return 1; 3490 return 1;
3453 } 3491 }
3492
3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3496 {
3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3498 change_abil (who, op);
3499 }
3500 else
3501 who->change_skill (skop);
3502
3503 op->flag [FLAG_READY_WEAPON] = true;
3504 break;
3505
3506 case ARMOUR:
3507 case HELMET:
3508 case SHIELD:
3509 case BOOTS:
3510 case GLOVES:
3511 case GIRDLE:
3512 case BRACERS:
3513 case CLOAK:
3514 case RING:
3515 case AMULET:
3454 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3455 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3456 if (skop)
3457 change_skill (who, skop, 1);
3458 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3459 SET_FLAG (who, FLAG_READY_WEAPON);
3460
3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3462
3463 (void) change_abil (who, op); 3518 change_abil (who, op);
3464 break; 3519 break;
3465 3520
3466 case ARMOUR: 3521 case SKILL_TOOL:
3467 case HELMET: 3522 // applying a skill tool does not ready the skill
3468 case SHIELD: 3523 // if something needs the skill, it has to ready it itself
3469 case BOOTS: 3524 //TODO: unapplying should unapply the skill, though
3470 case GLOVES:
3471 case GIRDLE:
3472 case BRACERS:
3473 case CLOAK:
3474 case RING:
3475 case AMULET:
3476 SET_FLAG (op, FLAG_APPLIED); 3525 SET_FLAG (op, FLAG_APPLIED);
3477 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3478 (void) change_abil (who, op);
3479 break; 3526 break;
3480 case LAMP: 3527
3481 if (op->stats.food < 1) 3528 case SKILL:
3529 if (!(aflags & AP_NO_SLOT))
3530 {
3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3482 { 3534 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 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);
3484 return 1; 3542 return 1;
3485 }
3486 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3487 tmp2 = arch_to_object (op->other_arch);
3488 tmp2->stats.food = op->stats.food;
3489 SET_FLAG (tmp2, FLAG_APPLIED);
3490 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3491 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3492 insert_ob_in_ob (tmp2, who);
3493
3494 /* Remove the old lantern */
3495 if (who->type == PLAYER)
3496 esrv_del_item (who->contr, (tag_t) op->count);
3497 remove_ob (op);
3498 free_object (op);
3499
3500 /* insert the portion that was split off */
3501 if (tmp != NULL)
3502 {
3503 (void) insert_ob_in_ob (tmp, who);
3504 if (who->type == PLAYER)
3505 esrv_send_item (who, tmp);
3506 }
3507 fix_player (who);
3508 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3509 {
3510 if (who->type == PLAYER)
3511 {
3512 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3513 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3514 } 3543 }
3515 }
3516 if (who->type == PLAYER)
3517 esrv_send_item (who, tmp2);
3518 return 0;
3519 break;
3520 3544
3521 /* this part is needed for skill-tools */ 3545 if (skill_flags [op->subtype] & SF_AUTARK
3522 case SKILL: 3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3523 case SKILL_TOOL:
3524 if (who->chosen_skill)
3525 { 3547 {
3526 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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);
3527 return 1; 3562 return 1;
3528 }
3529 if (who->type == PLAYER)
3530 {
3531 who->contr->shoottype = range_skill;
3532 who->contr->ranges[range_skill] = op;
3533 if (!op->invisible)
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3537 } 3563 }
3538 else 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
3539 { 3570 ));
3540 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3541 }
3542 } 3571 }
3543 SET_FLAG (op, FLAG_APPLIED); 3572
3544 (void) change_abil (who, op);
3545 who->chosen_skill = op;
3546 SET_FLAG (who, FLAG_READY_SKILL); 3573 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op);
3547 break; 3576 break;
3548 3577
3549 case BOW: 3578 case BOW:
3550 if (!check_weapon_power (who, op->last_eat)) 3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3551 { 3580 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3581 who->failmsg ("The weapon does not recognize you as its owner. "
3553 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3582 "H<Its name indicates that it belongs to somebody else.>");
3554 if (tmp != NULL) 3583 if (tmp) who->insert (tmp);
3555 (void) insert_ob_in_ob (tmp, who);
3556 return 1; 3584 return 1;
3557 } 3585 }
3558 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3586
3587 if (player *pl = who->contr)
3559 { 3588 {
3560 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3589 op->flag [FLAG_APPLIED] = true;
3561 if (tmp != NULL) 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3562 (void) insert_ob_in_ob (tmp, who); 3591 change_abil (who, op);
3563 return 1;
3564 } 3592 }
3593 break;
3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3597 {
3598 op->flag [FLAG_APPLIED] = true;
3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3600 }
3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3605 {
3606 op->flag [FLAG_APPLIED] = true;
3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3608 }
3609 break;
3610
3565 /*FALLTHROUGH*/ case WAND: 3611 /*FALLTHROUGH*/
3612 case WAND:
3566 case ROD: 3613 case ROD:
3567 case HORN: 3614 case HORN:
3568 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3569 SET_FLAG (op, FLAG_APPLIED); 3616
3570 if (skop) 3617 if (!skop)
3571 change_skill (who, skop, 0);
3572 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3573
3574 if (who->type == PLAYER)
3575 { 3618 {
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);
3621 return 1;
3622 }
3623
3624 op->flag [FLAG_APPLIED] = true;
3625
3626 if (player *pl = who->contr)
3627 {
3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3629
3576 if (op->type == BOW) 3630 if (op->type == BOW)
3577 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3632
3578 (void) change_abil (who, op); 3633 change_abil (who, op);
3579 new_draw_info_format (NDI_UNIQUE, 0, who,
3580 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3581 who->contr->shoottype = range_bow;
3582 }
3583 else
3584 {
3585 who->contr->shoottype = range_misc;
3586 }
3587 } 3634 }
3588 else 3635 else
3589 { 3636 {
3637 who->change_skill (skop);
3638
3590 if (op->type == BOW) 3639 if (op->type == BOW)
3591 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3592 else 3641 else
3593 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3594 } 3643 }
3644
3595 break; 3645 break;
3596 3646
3597 case BUILDER: 3647 case BUILDER:
3598 if (who->contr->ranges[range_builder]) 3648 if (player *pl = who->contr)
3599 unapply_special (who, who->contr->ranges[range_builder], 0); 3649 {
3600 who->contr->shoottype = range_builder; 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3601 who->contr->ranges[range_builder] = op; 3651 //TODO: change_abil?
3602 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3652 }
3603 break; 3653 break;
3604 3654
3605 default: 3655 default:
3606 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3607 } /* end of switch op->type */ 3657 }
3608 3658
3609 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3610 3660
3611 if (tmp != NULL) 3661 if (tmp) who->insert (tmp);
3612 tmp = insert_ob_in_ob (tmp, who);
3613 3662
3614 fix_player (who); 3663 who->update_stats ();
3615 3664
3616 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3617 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3618 * you don't know anything about them. 3667 * you don't know anything about them.
3619 */ 3668 */
3620 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3621 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3622 3671
3623 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3624 {
3625 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3626 { 3674 {
3627 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3675 who->failmsg (
3676 "Oops, it feels deadly cold! "
3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3628 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3629 } 3680 }
3630 } 3681
3631 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3632 {
3633 /* if multiple objects were applied, update both slots */
3634 if (tmp)
3635 esrv_send_item (who, tmp);
3636 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3637 } 3684
3638 return 0; 3685 return 0;
3639}
3640
3641
3642int
3643monster_apply_special (object *who, object *op, int aflags)
3644{
3645 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3646 return 1;
3647 return apply_special (who, op, aflags);
3648} 3686}
3649 3687
3650/** 3688/**
3651 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3652 * 3690 *
3656auto_apply (object *op) 3694auto_apply (object *op)
3657{ 3695{
3658 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3659 int i; 3697 int i;
3660 3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3700
3661 switch (op->type) 3701 switch (op->type)
3662 { 3702 {
3663 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3664 if (!HAS_RANDOM_ITEMS (op)) 3704 if (!op->has_random_items ())
3665 return 0; 3705 return 0;
3706
3666 do 3707 do
3667 { 3708 {
3668 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3669 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3670 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
3671 if (tmp == NULL) 3716 if (tmp == NULL)
3672 return 0; 3717 return 0;
3718
3673 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3674 { 3720 {
3675 free_object (tmp); 3721 tmp->destroy ();
3676 tmp = NULL; 3722 tmp = NULL;
3677 } 3723 }
3678 } 3724 }
3679 while (!tmp); 3725 while (!tmp);
3726
3680 tmp->x = op->x; 3727 tmp->x = op->x;
3681 tmp->y = op->y; 3728 tmp->y = op->y;
3682 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3683 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3684 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3685 identify (tmp); 3731 identify (tmp);
3686 break; 3732 break;
3687 3733
3688 case TREASURE: 3734 case TREASURE:
3689 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3690 return 0; 3736 return 0;
3737
3691 while ((op->stats.hp--) > 0) 3738 while (op->stats.hp-- > 0)
3692 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3739 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3693 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3740 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3694 3741
3695 /* 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,
3696 * 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
3697 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3698 * that is put inside other objects. 3745 * that is put inside other objects.
3699 */ 3746 */
3700 for (tmp = op->inv; tmp; tmp = tmp2)
3701 {
3702 tmp2 = tmp->below;
3703 remove_ob (tmp);
3704 if (op->env) 3747 if (op->env)
3705 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3706 else 3749 op->env->insert (op->inv);
3707 free_object (tmp); 3750
3708 } 3751 op->destroy ();
3709 remove_ob (op);
3710 free_object (op);
3711 break; 3752 break;
3712 } 3753 }
3713 return tmp ? 1 : 0;
3714}
3715 3754
3755 return !!tmp;
3756}
3757
3716/** 3758/**
3717 * fix_auto_apply goes through the entire map (only the first time 3759 * fix_auto_apply goes through the entire map every time a map
3718 * when an original map is loaded) and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3719 * certain objects (most initialization of chests and creation of 3761 * certain objects (most initialization of chests and creation of
3720 * treasures and stuff). Calls auto_apply if appropriate. 3762 * treasures and stuff). Calls auto_apply if appropriate.
3721 */ 3763 */
3722void 3764void
3723fix_auto_apply (mapstruct *m) 3765maptile::fix_auto_apply ()
3724{ 3766{
3725 object *tmp, *above = NULL; 3767 if (!spaces)
3726 int x, y;
3727
3728 if (m == NULL)
3729 return; 3768 return;
3730 3769
3731 for (x = 0; x < MAP_WIDTH (m); x++) 3770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3732 for (y = 0; y < MAP_HEIGHT (m); y++) 3771 for (object *tmp = ms->bot; tmp; )
3733 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3734 { 3772 {
3735 above = tmp->above; 3773 object *above = tmp->above;
3736 3774
3737 if (tmp->inv) 3775 if (tmp->inv)
3738 { 3776 {
3739 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3740 3778
3741 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3742 { 3780 {
3743 invnext = invtmp->below; 3781 invnext = invtmp->below;
3744 3782
3745 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3746 auto_apply (invtmp); 3784 auto_apply (invtmp);
3747 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3748 { 3786 {
3749 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3751
3752 invtmp->randomitems = NULL;
3753 }
3754 else if (invtmp && invtmp->arch
3755 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3756 {
3757 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3789
3790 invtmp->randomitems = NULL;
3791 }
3792 else if (invtmp && invtmp->arch
3793 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3794 {
3795 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3758 /* Need to clear this so that we never try to create 3796 /* Need to clear this so that we never try to create
3759 * treasure again for this object 3797 * treasure again for this object
3760 */ 3798 */
3761 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3762 } 3800 }
3763 } 3801 }
3802
3764 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3765 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3766 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3767 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3768 * MSW 2004-05-13 3807 * MSW 2004-05-13
3769 * 3808 *
3770 * And if it's a spellbook, it's better to set randomitems to NULL too, 3809 * And if it's a spellbook, it's better to set randomitems to NULL too,
3771 * else you get two spells in the book ^_- 3810 * else you get two spells in the book ^_-
3772 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3773 */ 3812 */
3774 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3775 || 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)
3776 tmp->randomitems = NULL;
3777
3778 }
3779
3780 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3781 auto_apply (tmp);
3782 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3783 {
3784 while ((tmp->stats.hp--) > 0)
3785 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3786 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3787 } 3816 }
3817
3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3819 auto_apply (tmp);
3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3821 {
3822 while ((tmp->stats.hp--) > 0)
3823 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3824 tmp->randomitems = NULL;
3825 }
3788 else if (tmp->type == TIMED_GATE) 3826 else if (tmp->type == TIMED_GATE)
3789 { 3827 {
3790 object *head = tmp->head != NULL ? tmp->head : tmp; 3828 object *head = tmp->head != NULL ? tmp->head : tmp;
3791 3829
3792 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3830 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3793 {
3794 tmp->speed = 0; 3831 tmp->set_speed (0);
3795 update_ob_speed (tmp);
3796 }
3797 } 3832 }
3798 /* This function can be called everytime a map is loaded, even when 3833 /* This function can be called everytime a map is loaded, even when
3799 * swapping back in. As such, we don't want to create the treasure 3834 * swapping back in. As such, we don't want to create the treasure
3800 * over and ove again, so after we generate the treasure, blank out 3835 * over and ove again, so after we generate the treasure, blank out
3801 * randomitems so if it is swapped in again, it won't make anything. 3836 * randomitems so if it is swapped in again, it won't make anything.
3802 * This is a problem for the above objects, because they have counters 3837 * This is a problem for the above objects, because they have counters
3803 * which say how many times to make the treasure. 3838 * which say how many times to make the treasure.
3804 */ 3839 */
3805 else if (tmp && tmp->arch && tmp->type != PLAYER 3840 else if (tmp && tmp->arch && tmp->type != PLAYER
3806 && tmp->type != TREASURE && tmp->type != SPELL 3841 && tmp->type != TREASURE && tmp->type != SPELL
3807 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3842 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3808 { 3843 {
3809 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3844 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3810 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3811 } 3846 }
3847
3848 // close all containers
3849 else if (tmp->type == CONTAINER)
3850 tmp->flag [FLAG_APPLIED] = 0;
3851
3852 tmp = above;
3812 } 3853 }
3813 3854
3814 for (x = 0; x < MAP_WIDTH (m); x++) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3815 for (y = 0; y < MAP_HEIGHT (m); y++) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3816 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3817 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3818 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3819} 3859}
3820 3860
3821/** 3861/**
3822 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3823 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3824 * that doesn't work with the new spell code. Since we know what 3864 * that doesn't work with the new spell code. Since we know what
3825 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3826 */ 3866 */
3827
3828void 3867void
3829eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3830{ 3869{
3831 object *force; 3870 object *force;
3832 int i, did_one = 0; 3871 int i, did_one = 0;
3833 sint8 k;
3834 3872
3835 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3836 3876
3837 for (i = 0; i < NUM_STATS; i++)
3838 {
3839 k = get_attr_value (&food->stats, i);
3840 if (k)
3841 {
3842 set_attr_value (&force->stats, i, k);
3843 did_one = 1;
3844 }
3845 }
3846
3847 /* check if we can protect the eater */
3848 for (i = 0; i < NROFATTACKS; i++)
3849 {
3850 if (food->resist[i] > 0)
3851 {
3852 force->resist[i] = food->resist[i] / 2;
3853 did_one = 1;
3854 }
3855 }
3856 if (did_one)
3857 {
3858 force->speed = 0.1;
3859 update_ob_speed (force);
3860 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3861 force->stats.food = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3862 SET_FLAG (force, FLAG_IS_USED_UP); 3879
3863 SET_FLAG (force, FLAG_APPLIED); 3880 if (force = who->force_find (key))
3864 change_abil (who, force); 3881 {
3865 insert_ob_in_ob (force, who); 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;
3866 } 3891 }
3867 else 3892 else
3868 { 3893 {
3869 free_object (force); 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
3923 force->destroy ();
3870 } 3924 }
3871 3925
3872 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3873 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3874 { 3928 {
3875 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3876 { 3930 {
3877 strcpy (who->contr->killer, food->name); 3931 who->contr->killer = food;
3878 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3879 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3880 } 3934 }
3881 else 3935 else
3882 { 3936 {
3883 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3884 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3885 else 3939 else
3886 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3887 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3888 } 3943 }
3889 } 3944 }
3945
3890 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3891 { 3947 {
3892 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3893 { 3949 {
3894 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3895 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3896 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3897 who->stats.sp = 0; 3953 who->stats.sp = 0;
3898 } 3954 }
3899 else 3955 else
3900 { 3956 {
3901 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3902 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3903 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3904 } 3960 }
3905 } 3961 }
3906 fix_player (who);
3907}
3908 3962
3909 3963 who->update_stats ();
3910/**
3911 * Designed primarily to light torches/lanterns/etc.
3912 * Also burns up burnable material too. First object in the inventory is
3913 * the selected object to "burn". -b.t.
3914 */
3915
3916void
3917apply_lighter (object *who, object *lighter)
3918{
3919 object *item;
3920 int is_player_env = 0;
3921 uint32 nrof;
3922 tag_t count;
3923 char item_name[MAX_BUF];
3924
3925 item = find_marked_object (who);
3926 if (item)
3927 {
3928 if (lighter->last_eat && lighter->stats.food)
3929 { /* lighter gets used up */
3930 /* Split multiple lighters if they're being used up. Otherwise *
3931 * one charge from each would be used up. --DAMN */
3932 if (lighter->nrof > 1)
3933 {
3934 object *oneLighter = get_object ();
3935
3936 copy_object (lighter, oneLighter);
3937 lighter->nrof -= 1;
3938 oneLighter->nrof = 1;
3939 oneLighter->stats.food--;
3940 esrv_send_item (who, lighter);
3941 oneLighter = insert_ob_in_ob (oneLighter, who);
3942 esrv_send_item (who, oneLighter);
3943 }
3944 else
3945 {
3946 lighter->stats.food--;
3947 }
3948
3949 }
3950 else if (lighter->last_eat)
3951 { /* no charges left in lighter */
3952 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3953 return;
3954 }
3955 /* Perhaps we should split what we are trying to light on fire?
3956 * I can't see many times when you would want to light multiple
3957 * objects at once.
3958 */
3959 nrof = item->nrof;
3960 count = item->count;
3961 /* If the item is destroyed, we don't have a valid pointer to the
3962 * name object, so make a copy so the message we print out makes
3963 * some sense.
3964 */
3965 strcpy (item_name, item->name);
3966 if (who == is_player_inv (item))
3967 is_player_env = 1;
3968
3969 save_throw_object (item, AT_FIRE, who);
3970 /* Change to check count and not freed, since the object pointer
3971 * may have gotten recycled
3972 */
3973 if ((nrof != item->nrof) || (count != item->count))
3974 {
3975 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3976 /* Need to update the player so that the players glow radius
3977 * gets changed.
3978 */
3979 if (is_player_env)
3980 fix_player (who);
3981 }
3982 else
3983 {
3984 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3985 }
3986
3987 }
3988 else /* nothing to light */
3989 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3990
3991}
3992
3993/**
3994 * op made some mistake with a scroll, this takes care of punishment.
3995 * scroll_failure()- hacked directly from spell_failure
3996 */
3997void
3998scroll_failure (object *op, int failure, int power)
3999{
4000 if (abs (failure / 4) > power)
4001 power = abs (failure / 4); /* set minimum effect */
4002
4003 if (failure <= -1 && failure > -15)
4004 { /* wonder */
4005 object *tmp;
4006
4007 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
4008 tmp = get_archetype (SPELL_WONDER);
4009 cast_wonder (op, op, 0, tmp);
4010 free_object (tmp);
4011 }
4012 else if (failure <= -15 && failure > -35)
4013 { /* drain mana */
4014 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4015 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4016 if (op->stats.sp < 0)
4017 op->stats.sp = 0;
4018 }
4019 else if (settings.spell_failure_effects == TRUE)
4020 {
4021 if (failure <= -35 && failure > -60)
4022 { /* confusion */
4023 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4024 confuse_player (op, op, power);
4025 }
4026 else if (failure <= -60 && failure > -70)
4027 { /* paralysis */
4028 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4029 paralyze_player (op, op, power);
4030 }
4031 else if (failure <= -70 && failure > -80)
4032 { /* blind */
4033 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4034 blind_player (op, op, power);
4035 }
4036 else if (failure <= -80)
4037 { /* blast the immediate area */
4038 object *tmp;
4039
4040 tmp = get_archetype (LOOSE_MANA);
4041 cast_magic_storm (op, tmp, power);
4042 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4043 free_object (tmp);
4044 }
4045 }
4046} 3964}
4047 3965
4048void 3966void
4049apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
4050{ 3968{
4052 for the race, put the excess stat some 3970 for the race, put the excess stat some
4053 where else. */ 3971 where else. */
4054 3972
4055 switch (change->type) 3973 switch (change->type)
4056 { 3974 {
4057 case CLASS: 3975 case CLASS:
4058 { 3976 {
4059 living *stats = &(pl->contr->orig_stats); 3977 living *stats = &(pl->contr->orig_stats);
4060 living *ns = &(change->stats); 3978 living *ns = &(change->stats);
4061 object *walk; 3979 object *walk;
4062 int flag_change_face = 1; 3980 int flag_change_face = 1;
4063 3981
4064 /* the following code assigns stats up to the stat max 3982 /* the following code assigns stats up to the stat max
4065 * for the race, and if the stat max is exceeded, 3983 * for the race, and if the stat max is exceeded,
4066 * tries to randomly reassign the excess stat 3984 * tries to randomly reassign the excess stat
4067 */ 3985 */
4068 int i, j; 3986 int i, j;
4069 3987
4070 for (i = 0; i < NUM_STATS; i++) 3988 for (i = 0; i < NUM_STATS; i++)
4071 { 3989 {
4072 sint8 stat = get_attr_value (stats, i); 3990 int race_bonus = pl->arch->stats.stat (i);
4073 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
4074 3992
4075 stat += get_attr_value (ns, i);
4076 if (stat > 20 + race_bonus) 3993 if (stat > 20 + race_bonus)
4077 { 3994 {
4078 excess_stat++; 3995 excess_stat++;
4079 stat = 20 + race_bonus; 3996 stat = 20 + race_bonus;
4080 } 3997 }
4081 set_attr_value (stats, i, stat); 3998
3999 stats->stat (i) = stat;
4082 } 4000 }
4083 4001
4084 for (j = 0; excess_stat > 0 && j < 100; j++) 4002 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */ 4003 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6); 4004 int i = rndm (0, 6);
4087 int stat = get_attr_value (stats, i);
4088 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4089 4005
4090 if (i == CHA) 4006 if (i == CHA)
4091 continue; /* exclude cha from this */ 4007 continue; /* exclude cha from this */
4008
4009 int stat = stats->stat (i);
4010 int race_bonus = pl->arch->stats.stat (i);
4092 if (stat < 20 + race_bonus) 4011 if (stat < 20 + race_bonus)
4093 { 4012 {
4094 change_attr_value (stats, i, 1); 4013 change_attr_value (stats, i, 1);
4095 excess_stat--; 4014 excess_stat--;
4096 } 4015 }
4097 } 4016 }
4098 4017
4099 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
4100 * the player ref: player.c 4019 * the player ref: player.c
4101 */ 4020 */
4102 if (change->randomitems != NULL) 4021 if (change->randomitems)
4103 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
4104 4023
4105
4106 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
4107 4025
4108 /* first, look for the force object banning 4026 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
4110 */ 4028 */
4111 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
4112 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0; 4031 flag_change_face = 0;
4114 4032
4115 if (flag_change_face) 4033 if (flag_change_face)
4116 { 4034 {
4117 pl->animation_id = GET_ANIM_ID (change);
4118 pl->face = change->face; 4035 pl->face = change->face;
4119 4036 pl->animation_id = change->animation_id;
4120 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4121 SET_FLAG (pl, FLAG_ANIMATE);
4122 else
4123 CLEAR_FLAG (pl, FLAG_ANIMATE);
4124 } 4038 }
4125 4039
4126 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
4127 /*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); */
4128 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
4129 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4130 4044
4131 break; 4045 break;
4132 } 4046 }
4133 }
4134}
4135
4136/**
4137 * This handles items of type 'transformer'.
4138 * Basically those items, used with a marked item, transform both items into something
4139 * else.
4140 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4141 * Change information is contained in the 'slaying' field of the marked item.
4142 * The format is as follow: transformer:[number ]yield[;transformer:...].
4143 * This way an item can be transformed in many things, and/or many objects.
4144 * The 'slaying' field for transformer is used as verb for the action.
4145 */
4146void
4147apply_item_transformer (object *pl, object *transformer)
4148{
4149 object *marked;
4150 object *new_item;
4151 char *find;
4152 char *separator;
4153 int yield;
4154 char got[MAX_BUF];
4155 int len;
4156
4157 if (!pl || !transformer)
4158 return;
4159 marked = find_marked_object (pl);
4160 if (!marked)
4161 { 4047 }
4162 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4163 return;
4164 }
4165 if (!marked->slaying)
4166 {
4167 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4168 return;
4169 }
4170 /* check whether they are compatible or not */
4171 find = strstr (marked->slaying, transformer->arch->name);
4172 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4173 {
4174 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4175 return;
4176 }
4177 find += strlen (transformer->arch->name) + 1;
4178 /* Item can be used, now find how many and what it yields */
4179 if (isdigit (*(find)))
4180 {
4181 yield = atoi (find);
4182 if (yield < 1)
4183 {
4184 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4185 yield = 1;
4186 }
4187 }
4188 else
4189 yield = 1;
4190
4191 while (isdigit (*find))
4192 find++;
4193 while (*find == ' ')
4194 find++;
4195 memset (got, 0, MAX_BUF);
4196 if ((separator = strchr (find, ';')) != NULL)
4197 {
4198 len = separator - find;
4199 }
4200 else
4201 {
4202 len = strlen (find);
4203 }
4204 if (len > MAX_BUF - 1)
4205 len = MAX_BUF - 1;
4206 strcpy (got, find);
4207 got[len] = '\0';
4208
4209 /* Now create new item, remove used ones when required. */
4210 new_item = get_archetype (got);
4211 if (!new_item)
4212 {
4213 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4214 return;
4215 }
4216 new_item->nrof = yield;
4217 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4218 insert_ob_in_ob (new_item, pl);
4219 esrv_send_inventory (pl, pl);
4220 /* Eat up one item */
4221 decrease_ob_nr (marked, 1);
4222 /* Eat one transformer if needed */
4223 if (transformer->stats.food)
4224 if (--transformer->stats.food == 0)
4225 decrease_ob_nr (transformer, 1);
4226} 4048}
4049

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