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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.239 by root, Mon Apr 5 17:28:11 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#include <sproto.h> 33#include <sproto.h>
31
32/* Want this regardless of rplay. */
33#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 34
38/** 35/**
39 * 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.
40 * 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.
41 */ 38 */
54 * subtype 5: arch or race 51 * subtype 5: arch or race
55 * subtype 7: all three 52 * subtype 7: all three
56 */ 53 */
57 if (op->subtype) 54 if (op->subtype)
58 { 55 {
59 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
60 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
61 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
62 } 59 }
63 else 60 else
64 { 61 {
65 arch_flag = 1; 62 arch_flag = 1;
66 name_flag = 1; 63 name_flag = 1;
67 race_flag = 1; 64 race_flag = 1;
68 } 65 }
66
69 /* 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,
70 * name or race that matches. 68 * name or race that matches.
71 */ 69 */
72 if ((op->race) && 70 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 73 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 74 return 1;
78 } 75
79 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 77 * of arch, name, or race match.
81 */ 78 */
82 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))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 81 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 82 return 1;
87 } 83
88 return 0; 84 return 0;
89} 85}
90 86
91/** 87/**
92 * 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.
94 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
95 */ 91 */
96static int 92static int
97apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
98{ 94{
99 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success = 0;
101 96
102 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
103 return 0; 98 return 0;
104 99
105 /* 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
106 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
107 */ 102 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 104 return 0;
110 105
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
114 */ 108 */
109 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 111 {
117 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
118 { 113 {
119 identify (marked); 114 identify (marked);
120 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));
121 if (marked->msg) 117 if (marked->msg)
122 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
125 } 121 }
126 return money == NULL;
127 } 122 }
128 }
129 123
130 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
131 { 125 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 127 {
134 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
135 { 129 {
136 identify (id); 130 identify (id);
137 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));
138 if (id->msg) 133 if (id->msg)
139 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
146 break; 138 break;
147 } 139 }
148 else 140 else
149 { 141 {
150 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");
151 break; 143 break;
152 } 144 }
153 } 145 }
154 } 146 }
155 if (!success) 147
156 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
157 return money == NULL; 153 return !money;
158} 154}
159 155
160/** 156/**
161 * 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
162 * matching item. 158 * matching item.
163 **/ 159 **/
164static void 160void
165handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
166{ 162{
167 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 165}
188 166
189/** 167/**
190 * Handles applying a potion. 168 * Handles applying a potion.
191 */ 169 */
192int 170int
193apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
194{ 172{
195 int got_one = 0, i; 173 int got_one = 0, i;
196 object *force = 0, *floor = 0; 174 object *force = 0;
197 175
198 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
199 177
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 179 {
202 if (op->type == PLAYER)
203 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
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 183 return 0;
206 } 184 }
207 185
208 if (op->type == PLAYER) 186 if (op->type == PLAYER)
219 197
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 199 {
222 op->drain_stat (); 200 op->drain_stat ();
223 op->update_stats (); 201 op->update_stats ();
224 decrease_ob (tmp); 202 tmp->decrease ();
225 return 1; 203 return 1;
226 } 204 }
227 205
228 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
229 { 207 {
230 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 209 return 0;
232 } 210 }
211
233 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
234 213
235 if (depl) 214 if (depl)
236 { 215 {
237 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
240 219
241 depl->destroy (); 220 depl->destroy ();
242 op->update_stats (); 221 op->update_stats ();
243 } 222 }
244 else 223 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
246 225
247 decrease_ob (tmp); 226 tmp->decrease ();
248 return 1; 227 return 1;
249 } 228 }
250 229
251 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 232 {
254 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
255 { 234 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 236 {
258 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
259 { 238 {
260 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
261 break; 240 break;
262 } 241 }
242
263 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
264 { 244 {
265 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
266 break; 246 break;
267 } 247 }
248
268 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
269 { 250 {
270 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
271 break; 252 break;
272 } 253 }
276 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
277 { 258 {
278 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
279 break; 260 break;
280 } 261 }
262
281 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
282 { 264 {
283 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
284 break; 266 break;
285 } 267 }
268
286 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
287 { 270 {
288 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
289 break; 272 break;
290 } 273 }
291 } 274 }
292 } 275 }
293 276
294 /* Just makes checking easier */ 277 /* Just makes checking easier */
295 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
296 got_one = 1; 279 got_one = 1;
297 280
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 282 {
300 if (got_one) 283 if (got_one)
301 { 284 {
302 op->update_stats (); 285 op->update_stats ();
303 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 "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
306 } 289 }
307 else 290 else
308 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.");
309 } 292 }
310 else 293 else
311 { /* cursed potion */ 294 { /* cursed potion */
312 if (got_one) 295 if (got_one)
313 { 296 {
314 op->update_stats (); 297 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
316 } 299 }
317 else 300 else
318 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);
319 } 302 }
320 303
321 decrease_ob (tmp); 304 tmp->decrease ();
322 return 1; 305 return 1;
323 } 306 }
324 307
325 308
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 */ 313 */
331 if (tmp->inv) 314 if (tmp->inv)
332 { 315 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 317 {
335 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
336 319 create_exploding_ball_at (op, op->level);
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 320 }
346 else 321 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 323
349 decrease_ob (tmp); 324 tmp->decrease ();
325
350 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 328 op->update_stats ();
329
353 return 1; 330 return 1;
354 } 331 }
355 332
356 /* Deal with protection potions */ 333 /* Deal with protection potions */
357 force = NULL; 334 force = NULL;
359 { 336 {
360 if (tmp->resist[i]) 337 if (tmp->resist[i])
361 { 338 {
362 if (!force) 339 if (!force)
363 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
366 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 */
367 } 345 }
368 } 346 }
347
369 /* This is a protection potion */ 348 /* This is a protection potion */
370 if (force) 349 if (force)
371 { 350 {
372 /* cursed items last longer */ 351 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 354 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 358 }
359
380 force->speed_left = -1; 360 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 364 change_abil (op, force);
385 decrease_ob (tmp); 365 tmp->decrease ();
386 return 1; 366 return 1;
387 } 367 }
388 368
389 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 370 if (op->type == PLAYER)
391 { /* only for players */ 371 { /* only for players */
392 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)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 376 else
395 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
396 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
398 } 381 }
399 382
400 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 386 * up all the stats.
404 */ 387 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 389 op->update_stats ();
407 decrease_ob (tmp); 390 tmp->decrease ();
408 return 1; 391 return 1;
409} 392}
410 393
411/**************************************************************************** 394/****************************************************************************
412 * Weapon improvement code follows 395 * Weapon improvement code follows
413 ****************************************************************************/ 396 ****************************************************************************/
414 397
415/** 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/**
416 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
417 */ 415 */
418static int 416static int
419check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
420{ 418{
421 int count = 0; 419 int count = 0;
422 420
423 421 if (!item)
424 if (item == NULL)
425 return 0; 422 return 0;
426 op = op->below; 423
427 while (op != NULL) 424 for (op = op->below; op; op = op->below)
428 { 425 if (op->arch->archname == item)
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 428 count += op->number_of ();
438 } 429
439 }
440 op = op->below;
441 }
442 return count; 430 return count;
443} 431}
444 432
445/** 433/**
446 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 435 * op is typically the player, which is only
448 * really used to determine what space to look at. 436 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
450 */ 438 */
451static void 439static void
452eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
453{ 441{
454 object *prev; 442 object *prev;
455 443
456 prev = op; 444 prev = op;
457 op = op->below; 445 op = op->below;
458 446
459 while (op != NULL) 447 while (op)
460 { 448 {
461 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
462 { 450 {
463 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
464 { 452 {
465 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
466 return; 454 return;
467 } 455 }
468 else 456 else
469 { 457 {
470 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
471 nrof -= op->nrof; 459 nrof -= op->nrof;
472 } 460 }
461
473 op = prev; 462 op = prev;
474 } 463 }
464
475 prev = op; 465 prev = op;
476 op = op->below; 466 op = op->below;
477 } 467 }
478} 468}
479 469
480/** 470/**
481 * This checks to see of the player (who) is sufficient level to use a weapon
482 * with improvs improvements (typically last_eat). We take an int here
483 * instead of the object so that the improvement code can pass along the
484 * increased value to see if the object is usuable.
485 * we return 1 (true) if the player can use the weapon.
486 */
487static int
488check_weapon_power (const object *who, int improvs)
489{
490
491/* Old code is below (commented out). Basically, since weapons are the only
492 * object players really have any control to improve, it's a bit harsh to
493 * require high level in some combat skill, so we just use overall level.
494 */
495#if 1
496 if (((who->level / 5) + 5) >= improvs)
497 return 1;
498 else
499 return 0;
500
501#else
502 int level = 0;
503
504 /* The skill system hands out wc and dam bonuses to fighters
505 * more generously than the old system (see fix_player). Thus
506 * we need to curtail the power of player enchanted weapons.
507 * I changed this to 1 improvement per "fighter" level/5 -b.t.
508 * Note: Nothing should break by allowing this ratio to be different or
509 * using normal level - it is just a matter of play balance.
510 */
511 if (who->type == PLAYER)
512 {
513 object *wc_obj = NULL;
514
515 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
516 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
517 level = wc_obj->level;
518
519 if (!level)
520 {
521 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
522 level = who->level;
523 }
524 }
525 else
526 level = who->level;
527
528 return (improvs <= ((level / 5) + 5));
529#endif
530}
531
532/**
533 * 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.
534 * 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.
535 */ 473 */
536static int 474static int
537check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
538{ 476{
539 int count = 0; 477 int count = 0;
540 478
541 if (improver->slaying != NULL) 479 if (improver->slaying)
542 { 480 {
543 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
544 if (count < 1) 482 if (count < 1)
545 { 483 {
546 char buf[200];
547
548 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
549 new_draw_info (NDI_UNIQUE, 0, op, buf);
550 return 0; 485 return 0;
551 } 486 }
552 } 487 }
553 else 488 else
554 count = 1; 489 count = 1;
557} 492}
558 493
559/** 494/**
560 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
561 */ 496 */
562int 497static int
563improve_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)
564{ 499{
565
566 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
567 *stat += sacrifice_count; 500 stat += sacrifice_count;
568 weapon->last_eat++; 501 weapon->last_eat++;
569 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
570 decrease_ob (improver);
571 503
572 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
573 op->update_stats (); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
574 return 1; 513 return 1;
575} 514}
576 515
577/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 521#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 523#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 526#define IMPROVE_INT 10
588#define IMPROVE_POW 11 527#define IMPROVE_POW 11
589
590 528
591/** 529/**
592 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
594 */ 532 */
595 533static int
596int
597prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
598{ 535{
599 int sacrifice_count, i; 536 int sacrifice_count, i;
600 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
601 538
602 if (weapon->level != 0) 539 if (weapon->level != 0)
603 { 540 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
605 return 0; 542 return 0;
606 } 543 }
544
607 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 546 if (weapon->resist[i])
609 break; 547 break;
610 548
611 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
614 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
615 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
616 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
617 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
618 { 556 {
619 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.>");
620 return 0; 560 return 0;
621 } 561 }
562
622 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
624 return 0; 565 return 0;
566
625 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
628 569
629 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 ));
630 575
631 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
632 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
633 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
634 slot at once! */ 579 slot at once! */
635 decrease_ob (improver); 580 improver->decrease ();
636 weapon->last_eat = 0; 581 weapon->last_eat = 0;
637 return 1; 582 return 1;
638} 583}
639
640 584
641/** 585/**
642 * 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.
643 * This is the new improve weapon code. 587 * This is the new improve weapon code.
644 * 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.
647 * 591 *
648 * 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
649 * 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 ??
650 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
651 */ 595 */
652int 596static int
653improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
654{ 598{
655 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
656 600
657 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
658 {
659 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
660 } 603
661 if (weapon->level == 0) 604 if (weapon->level == 0)
662 { 605 {
663 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.>");
664 return 0; 609 return 0;
665 } 610 }
666 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
667 { 614 {
668 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
669 return 0; 616 return 0;
670 } 617 }
671 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))
672 { 621 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
674 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 "
675 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
676 return 0; 625 return 0;
677 } 626 }
627
678 /* 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
679 * 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,
680 * 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
681 * weapon can be improved. 631 * weapon can be improved.
682 */ 632 */
683 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
684 { 634 {
685 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
686 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
687 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));
688 weapon->last_eat++; 638 weapon->last_eat++;
689 639
690 weapon->item_power++; 640 weapon->item_power++;
691 decrease_ob (improver); 641 improver->decrease ();
692 return 1; 642 return 1;
693 } 643 }
644
694 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
695 { 646 {
696 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
697 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
698 if (weapon->weight < 1) 649 if (weapon->weight < 1)
699 weapon->weight = 1; 650 weapon->weight = 1;
651
700 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));
701 weapon->last_eat++; 653 weapon->last_eat++;
702 weapon->item_power++; 654 weapon->item_power++;
703 decrease_ob (improver); 655 improver->decrease ();
704 return 1; 656 return 1;
705 } 657 }
658
706 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
707 { 660 {
708 weapon->magic++; 661 weapon->magic++;
709 weapon->last_eat++; 662 weapon->last_eat++;
710 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));
711 decrease_ob (improver); 664 improver->decrease ();
712 weapon->item_power++; 665 weapon->item_power++;
713 return 1; 666 return 1;
714 } 667 }
715 668
716 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
721 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
722 675
723 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
724 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
725 { 678 {
726 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));
727 return 0; 680 return 0;
728 } 681 }
682
729 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
730 weapon->item_power++; 684 weapon->item_power++;
731 685
732 switch (improver->stats.sp) 686 switch (improver->stats.sp)
733 { 687 {
734 case IMPROVE_STR:
735 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");
736 case IMPROVE_DEX:
737 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");
738 case IMPROVE_CON:
739 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");
740 case IMPROVE_WIS:
741 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");
742 case IMPROVE_CHA:
743 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");
744 case IMPROVE_INT:
745 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");
746 case IMPROVE_POW:
747 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");
748 default: 695 default:
749 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
750 } 697 }
698
751 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
752 return 0; 700 return 0;
753} 701}
754 702
755/** 703/**
756 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
757 * 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, ...),
758 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
759 */ 707 */
760int 708static int
761check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
762{ 710{
763 object *otmp; 711 object *otmp;
764 712
765 if (op->type != PLAYER) 713 if (op->type != PLAYER)
766 return 0; 714 return 0;
715
767 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))
768 { 717 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
770 return 0; 719 return 0;
771 } 720 }
721
772 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
773 if (!otmp) 724 if (!otmp)
774 { 725 {
775 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.>");
776 return 0; 727 return 0;
777 } 728 }
729
778 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 731 {
780 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!");
781 return 0; 733 return 0;
782 } 734 }
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
784 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
786 return 1; 740 return 1;
787} 741}
788 742
806 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
807 * the users level or 90) 761 * the users level or 90)
808 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
809 * changing of physical area right now. 763 * changing of physical area right now.
810 */ 764 */
811int 765static int
812improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
813{ 767{
814 object *tmp; 768 object *tmp;
815 769
816 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
817 { 771 {
818 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!");
819 return 0; 773 return 0;
820 } 774 }
775
821 /* 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,
822 * 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.
823 * 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
824 * of gnarg and what not?) 779 * of gnarg and what not?)
825 */ 780 */
826 if (armour->title) 781 if (armour->title)
827 { 782 {
828 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
829 return 0; 784 return 0;
830 } 785 }
831 786
832 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
833 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
834 */ 789 */
835 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
836 tmp = get_split_ob (armour, armour->nrof - 1);
837 else
838 tmp = NULL;
839 791
840 armour->magic++; 792 armour->magic++;
841 793
842 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
843 { 795 {
848 { 800 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 802 pow++;
851 } 803 }
852 804
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 806 }
855 else 807 else
856 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;
857 809
858 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
859 { 811 {
860 int base = 100; 812 int base = 100;
861 int pow = 0; 813 int pow = 0;
864 { 816 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 818 pow++;
867 } 819 }
868 820
869 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
870 } 822 }
871 else 823 else
872 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;
873 825
874 if (armour->weight <= 0) 826 if (armour->weight <= 0)
875 { 827 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 829 armour->weight = 1;
878 } 830 }
879 831
880 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);
881 833
882 if (op->type == PLAYER) 834 if (op->type == PLAYER)
883 { 835 {
884 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
886 op->update_stats (); 839 op->update_stats ();
887 } 840 }
888 decrease_ob (improver); 841
842 improver->decrease ();
843
889 if (tmp) 844 if (tmp)
890 { 845 op->insert (tmp);
891 insert_ob_in_ob (tmp, op); 846
892 esrv_send_item (op, tmp);
893 }
894 return 1; 847 return 1;
895} 848}
896
897 849
898/* 850/*
899 * 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
900 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
901 */ 853 *
902#define CONV_FROM(xyz) xyz->slaying
903#define CONV_TO(xyz) xyz->other_arch
904#define CONV_NR(xyz) xyz->stats.sp
905#define CONV_NEED(xyz) xyz->stats.food
906
907/* Takes one items and makes another. 854 * Takes one type of items and makes another.
908 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
909 * 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
910 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
911 */ 858 */
912int 859int
913convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
914{ 861{
915 int nr = 0; 862 sint64 nr = 0, price_in;
916 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;
917 871
918 /* 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,
919 * 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
920 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
921 */ 875 */
922 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
923 { 877 {
924 int cost;
925
926 if (item->type != MONEY) 878 if (item->type != MONEY)
927 return 0; 879 return 0;
928 880
929 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
930 if (!nr) 882 if (!nr)
931 return 0; 883 return 0;
932 cost = nr * CONV_NEED (converter) / item->value; 884
933 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
934 if (nr * CONV_NEED (converter) % item->value) 886
935 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
936 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
937 890
938 price_in = cost * item->value; 891 price_in = cost * item->value;
939 } 892 }
940 else 893 else
941 { 894 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
944 return 0; 898 return 0;
945 899
946 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
947 { 903 {
948 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
949 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
950 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
951 } 907 }
952 else 908 else
953 { 909 {
954 price_in = item->value; 910 price_in = item->value;
955 item->destroy (); 911 item->destroy ();
956 } 912 }
957 } 913 }
958 914
959 if (converter->inv != NULL) 915 if (converter->inv)
960 { 916 {
961 object *ob; 917 object *ob;
962 int i; 918 int i;
963 object *ob_to_copy; 919 object *ob_to_copy;
964 920
965 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
966 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
967 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++)
968 {
969 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
970 {
971 ob_to_copy = ob; 925 ob_to_copy = ob;
972 } 926
973 } 927 item = ob_to_copy->deep_clone ();
974 item = object_create_clone (ob_to_copy);
975 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
976 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
977 } 930 }
978 else 931 else
979 { 932 {
980 if (converter->other_arch == NULL) 933 if (!conv_to)
981 { 934 {
982 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",
983 &converter->name, converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 937 return -1;
985 } 938 }
986 939
987 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
989 } 942 }
990 943
991 if (CONV_NR (converter)) 944 if (give)
992 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
993 if (nr) 947 if (nr)
994 item->nrof *= nr; 948 item->nrof *= nr;
995 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
996 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 }
997 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
998 { 962 {
999 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",
1000 &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);
1001
1002 /** 965 /**
1003 * 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
1004 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1005 */ 968 */
1006 } 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
1007 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);
1008 return 1; 977 return 1;
1009} 978}
1010 979
1011/** 980/**
1012 * Handle apply on containers. 981 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1016 */ 985 */
1017 986static int
1018int
1019apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1020{ 988{
1021 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 990 return 0; /* This might change */
1026 991
1027 if (sack == NULL || sack->type != CONTAINER) 992 if (!sack || sack->type != CONTAINER)
1028 { 993 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 995 return 0;
1031 } 996 }
1032 997
1033 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1034 999
1035 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;
1036 { 1004 }
1037 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)
1038 { 1010 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1011 // open on ground or inv, so close
1012 op->close_container ();
1040 return 1; 1013 return 1;
1041 } 1014 }
1042 1015 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1;
1055 }
1056 }
1057 } 1016 {
1058 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;
1059 { 1020 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1021
1080 if (tmp && tmp->type == CLOSE_CON) 1022 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1023 }
1024 else if (sack->env)
1025 {
1026 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1027 op->close_container ();
1089 { 1028 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1029 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1092 tmp = op->container; 1031 return 1;
1093 apply_container (op, tmp); 1032 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1033
1095 op->container = sack; 1034 // it's locked?
1096 strcat (buf, query_name (sack)); 1035 if (sack->slaying)
1097 strcat (buf, "."); 1036 {
1098 } 1037 if (object *tmp = find_key (op, op, sack))
1099 else 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1039 else
1107 { 1040 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 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)));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1042 return 1;
1144 } 1043 }
1145 }
1146 } 1044 }
1147 1045
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1046 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1047
1153 return 1; 1048 return 1;
1154} 1049}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1050
1281/** 1051/**
1282 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1284 */ 1054 */
1287{ 1057{
1288 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1289 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1290 return 0; 1060 return 0;
1291 1061
1292 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1293 { 1063 {
1294 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1295 * 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
1296 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1297 */ 1067 */
1298 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1299 { 1069 {
1300 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));
1301 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1302 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1303 * old maps. 1073 * old maps.
1304 */ 1074 */
1305 1075
1306/* push_button (altar);*/ 1076/* push_button (altar);*/
1307 } 1077 }
1308 else 1078 else
1309 { 1079 {
1310 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1311 push_button (altar); 1081 push_button (altar, originator);
1312 } 1082 }
1313 1083
1314 return !sacrifice; 1084 return !sacrifice;
1315 } 1085 }
1316 else 1086 else
1331 double opinion; 1101 double opinion;
1332 object *tmp, *next; 1102 object *tmp, *next;
1333 1103
1334 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1335 1105
1336 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 ())
1337 { 1118 {
1338 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1339 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1340 * the shop. 1121 * the shop.
1341 */ 1122 */
1345 1126
1346 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1347 { 1128 {
1348 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);
1349 1130
1131 if (i >= 0)
1350 tmp->remove (); 1132 tmp->move (i);
1351
1352 if (i == -1)
1353 i = 0;
1354
1355 tmp->map = op->map;
1356 tmp->x = op->x + freearr_x[i];
1357 tmp->y = op->y + freearr_y[i];
1358 insert_ob_in_map (tmp, op->map, op, 0);
1359 } 1133 }
1360 } 1134 }
1361 1135
1362 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1363 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1366 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1367 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1368 */ 1142 */
1369 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1370 { 1144 {
1371
1372 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1373 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);
1374 1147
1375 if (i != -1) 1148 if (i != -1)
1376 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);
1377 1150
1378 return 0; 1151 return 0;
1379 } 1152 }
1153
1380 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1381 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1382 */ 1156 */
1383 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1384 } 1158 }
1385 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1386 { 1160 {
1387 /* this is only used for players */ 1161 /* this is only used for players */
1388 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1389 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
1390 if (shop_mat->msg) 1171 if (shop_mat->msg)
1391 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1392 /* 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,
1393 * 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
1394 * actually the shop floor. 1175 * actually the shop floor.
1395 */ 1176 */
1396 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1397 { 1178 {
1398 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1399 1180
1400 if (opinion > 0.9) 1181 op->statusmsg (
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1402 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1404 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1406 else 1186 );
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1408 } 1187 }
1409 } 1188 }
1410 else 1189 else
1411 { 1190 {
1412 /* 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
1413 * 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
1414 * they are not on the mat anymore 1193 * they are not on the mat anymore
1415 */ 1194 */
1416 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);
1417 1196
1418 if (i == -1) 1197 if (i == -1)
1419 {
1420 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1421 }
1422 else 1199 else
1423 { 1200 {
1424 op->remove (); 1201 op->remove ();
1425 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1426 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1436 * Handles applying a sign. 1213 * Handles applying a sign.
1437 */ 1214 */
1438static void 1215static void
1439apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1440{ 1217{
1441 readable_message_type *msgType; 1218 if (!op->is_player())
1442 char newbuf[HUGE_BUF]; 1219 return;
1443 1220
1444 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1445 { 1222 {
1446 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));
1447 return; 1224 return;
1448 } 1225 }
1449 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
1450 if (sign->stats.food) 1236 if (sign->stats.food)
1451 { 1237 {
1452 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1453 { 1239 {
1454 if (!sign->move_on) 1240 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1456 return; 1243 return;
1457 } 1244 }
1458 1245
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 1247 sign->last_eat++;
1465 * 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
1466 * to us). 1253 * to us).
1467 */ 1254 */
1468 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)
1469 { 1256 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1471 return; 1258 return;
1472 } 1259 }
1473 msgType = get_readable_message_type (sign); 1260
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1475 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);
1476} 1303}
1477 1304
1478/** 1305/**
1479 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1494 return; 1321 return;
1495 1322
1496 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1497 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1498 */ 1325 */
1499 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1500 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1501 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1502 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1503 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1504 */ 1331 */
1505 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1506 { 1333 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[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);
1509 return; 1336 return;
1510 } 1337 }
1338
1511 recursion_depth++; 1339 recursion_depth++;
1512 if (trap->head) 1340 if (trap->head)
1513 trap = trap->head; 1341 trap = trap->head;
1514 1342
1515 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)))
1516 goto leave;
1517
1518 switch (trap->type) 1344 switch (trap->type)
1519 { 1345 {
1520 case PLAYERMOVER: 1346 case PLAYERMOVER:
1521 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:
1522 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1523 if (!trap->stats.maxsp) 1420 if (!trap->value)
1524 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1525 1423
1526 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1527 * 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
1528 */ 1439 */
1529 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1530 1441
1531 /* 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)
1532 * above with some objects have zero speed, and thus the player 1443 {
1533 * 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 }
1534 */ 1453 }
1535 if (victim->speed_left < -50.0) 1454 break;
1536 victim->speed_left = -50.0;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1455 }
1539 goto leave;
1540 1456
1541 case SPINNER: 1457 case CONVERTER:
1542 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1543 {
1544 victim->direction = absdir (victim->direction - trap->stats.sp);
1545 update_turn_face (victim);
1546 }
1547 goto leave;
1548
1549 case DIRECTOR:
1550 if (victim->direction && !should_director_abort (trap, victim))
1551 {
1552 victim->direction = trap->stats.sp;
1553 update_turn_face (victim);
1554 }
1555 goto leave;
1556
1557 case BUTTON:
1558 case PEDESTAL:
1559 update_button (trap);
1560 goto leave;
1561
1562 case ALTAR:
1563 /* sacrifice victim on trap */
1564 apply_altar (trap, victim, originator);
1565 goto leave;
1566
1567 case THROWN_OBJ:
1568 if (trap->inv == NULL)
1569 goto leave;
1570 /* fallthrough */
1571
1572 case ARROW:
1573 /* bad bug: monster throw a object, make a step forwards, step on object ,
1574 * trigger this here and get hit by own missile - and will be own enemy.
1575 * Victim then is his own enemy and will start to kill herself (this is
1576 * removed) but we have not synced victim and his missile. To avoid senseless
1577 * action, we avoid hits here
1578 */
1579 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1580 hit_with_arrow (trap, victim);
1581 goto leave;
1582
1583 case SPELL_EFFECT:
1584 apply_spell_effect (trap, victim);
1585 goto leave;
1586
1587 case TRAPDOOR:
1588 {
1589 int max, sound_was_played;
1590 object *ab, *ab_next;
1591
1592 if (!trap->value)
1593 { 1459 {
1594 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1595 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1596 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1597 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1598 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1599
1600 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1601 goto leave;
1602
1603 SET_ANIMATION (trap, trap->value);
1604 update_object (trap, UP_OBJ_FACE);
1605 } 1462 }
1606 1463
1607 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))
1608 { 1486 {
1609 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1610 * ab->above would be bogus 1488 * players output.
1611 */ 1489 */
1612 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1613 1492
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1615 { 1494 victim->enter_exit (trap);
1616 if (!sound_was_played)
1617 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1619 sound_was_played = 1;
1620 }
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 }
1624 } 1495 }
1625 goto leave; 1496 break;
1626 }
1627 1497
1628
1629 case CONVERTER:
1630 if (convert_item (victim, trap) < 0)
1631 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave;
1645
1646 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim);
1650 goto leave;
1651
1652 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim);
1654 goto leave;
1655
1656 case CHECK_INV:
1657 check_inv (victim, trap);
1658 goto leave;
1659
1660 case HOLE:
1661 /* Hole not open? */
1662 if (trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave;
1675
1676 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 {
1679 /* Basically, don't show exits leading to random maps the
1680 * players output.
1681 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1684 enter_exit (victim, trap);
1685 }
1686 goto leave;
1687
1688 case ENCOUNTER: 1498 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1690 goto leave; 1500 break;
1691 1501
1692 case SHOP_MAT: 1502 case SHOP_MAT:
1693 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1694 goto leave; 1504 break;
1695 1505
1696 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1697 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1698 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1699 goto leave; 1509 break;
1700 1510
1701 case SIGN: 1511 case SIGN:
1702 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1703 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1704 1514
1705 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1706 goto leave; 1516 break;
1707 1517
1708 case CONTAINER: 1518 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1713 goto leave; 1520 break;
1714 1521
1715 case RUNE: 1522 case RUNE:
1716 case TRAP: 1523 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1718 {
1719 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1720 } 1526 break;
1721 goto leave;
1722 1527
1723 default: 1528 default:
1724 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 "
1725 "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);
1726 goto leave; 1531 break;
1727 } 1532 }
1728 1533
1729leave:
1730 recursion_depth--; 1534 recursion_depth--;
1731} 1535}
1732 1536
1733/** 1537/**
1734 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1739 int lev_diff; 1543 int lev_diff;
1740 object *skill_ob; 1544 object *skill_ob;
1741 1545
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1547 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1745 return; 1549 return;
1746 } 1550 }
1551
1747 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1748 { 1553 {
1749 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));
1750 return; 1555 return;
1751 } 1556 }
1752 1557
1753 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob) 1560 if (!skill_ob)
1756 { 1561 {
1757 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));
1758 return; 1563 return;
1759 } 1564 }
1565
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1568 {
1763 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1764 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."
1765 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1766 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."
1767 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1769 else if (lev_diff < 8)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1771 else if (lev_diff < 15)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1775 return; 1575 return;
1776 } 1576 }
1777 1577
1578 // we currently don't use the message types for anything.
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1779 1580
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1781 msgType->message_type, msgType->message_subtype, 1582
1782 "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));
1783 1586
1784 /* gain xp from reading */ 1587 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1589 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1790 { 1593 {
1791 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1792 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1793 1596
1794 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1795 if (tmp->env)
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1797 else
1798 op->contr->ns->floorbox_update ();
1799 } 1599 }
1800 1600
1801 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1802 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 */
1803 } 1603 }
1804} 1604}
1805 1605
1806/** 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/**
1807 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1808 * 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
1809 */ 1662 */
1810static void 1663static void
1811apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1812{ 1665{
1813 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1814 { 1667 {
1815 case 0: 1668 case 0:
1816 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1817 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)));
1818 return; 1671 break;
1819 1672
1820 case 1: 1673 case 1:
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1822 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1823 return; 1677 break;
1824 1678
1825 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1826 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)));
1827 decrease_ob (tmp);
1828 return; 1683 break;
1829 } 1684 }
1830} 1685}
1831 1686
1832/** 1687/**
1833 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1853 return; 1708 return;
1854 } 1709 }
1855 return; 1710 return;
1856 } 1711 }
1857 1712
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1859 tmp = spell->clone (); 1715 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1861 1717
1862 if (special_prayer) 1718 if (special_prayer)
1863 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1882 { 1738 {
1883 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1884 return; 1740 return;
1885 } 1741 }
1886 1742
1887 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));
1888 player_unready_range_ob (op->contr, spob);
1889 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1890 spob->destroy (); 1745 spob->destroy ();
1891} 1746}
1892 1747
1893/** 1748/**
1900{ 1755{
1901 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1902 1757
1903 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1904 { 1759 {
1905 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1906 return; 1761 return;
1907 } 1762 }
1908 1763
1909 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks 1766 * legacy spellbooks
1912 */ 1767 */
1913
1914 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1915 { 1769 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1917 if (!spell) 1772 if (!spell)
1918 { 1773 {
1919 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));
1920 return; 1775 return;
1921 } 1776 }
1922 else 1777 else
1923 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1924 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1925 } 1781 }
1926 1782
1927 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1928 1784
1929 /* 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
1930 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1931 if (!skop) 1787 if (!skop)
1932 { 1788 {
1933 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));
1934 return; 1790 return;
1935 } 1791 }
1936 1792
1937 spell = tmp->inv; 1793 spell = tmp->inv;
1938 1794
1939 if (!spell) 1795 if (!spell)
1940 { 1796 {
1941 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);
1942 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!");
1943 return; 1799 return;
1944 } 1800 }
1945 1801
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1947 { 1804 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: 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));
1949 return; 1807 return;
1950 } 1808 }
1951 1809
1952 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));
1953 1811
1954 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1955 {
1956 identify (tmp); 1813 identify (tmp);
1957
1958 if (tmp->env)
1959 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1960 else
1961 op->contr->ns->floorbox_update ();
1962 }
1963 1814
1964 /* 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
1965 * 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
1966 * 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
1967 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1968 */ 1819 */
1969 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1970 { 1821 {
1971 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");
1972 return; 1823 return;
1973 } 1824 }
1974 1825
1975 if (spell->skill) 1826 if (spell->skill)
1976 { 1827 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1978 1829
1979 if (!spell_skill) 1830 if (!spell_skill)
1980 { 1831 {
1981 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));
1982 return; 1833 return;
1983 } 1834 }
1984 1835
1985 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1986 { 1837 {
1987 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));
1988 return; 1839 return;
1989 } 1840 }
1990 } 1841 }
1991 1842
1992 /* Logic as follows 1843 /* Logic as follows
2001 * 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
2002 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2003 */ 1854 */
2004 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2005 { 1856 {
2006 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!");
2007 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));
2008 } 1859 }
2009 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2010 (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])
2011 { 1862 {
2012 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2013 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2014 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2015 1865
2016 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 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);
2019 } 1869 }
2020 else 1870 else
2021 { 1871 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2023 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");
2024 } 1874 }
2025 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2026} 1877}
2027 1878
2028/** 1879/**
2029 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2030 */ 1881 */
2033{ 1884{
2034 object *skop; 1885 object *skop;
2035 1886
2036 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2037 { 1888 {
2038 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2039 return; 1890 return;
2040 } 1891 }
2041 1892
2042 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2043 { 1894 {
2044 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.>");
2045 return; 1896 return;
2046 } 1897 }
2047 1898
2048 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2049 { 1900 {
2055 */ 1906 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 1908
2058 if (!skop) 1909 if (!skop)
2059 { 1910 {
2060 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]));
2061 return; 1912 return;
2062 } 1913 }
2063 1914
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2066 } 1917 }
2067 1918
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1920 identify (tmp);
2070 1921
2071 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));
2072
2073 1923
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1925 tmp->decrease ();
2076} 1926}
2077 1927
2078/** 1928/**
2079 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2080 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2081 * chest. 1931 * chest.
2082 */ 1932 */
2083static void 1933static void
2084apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2085{ 1935{
2086 object *treas;
2087
2088
2089 /* 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
2090 * 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
2091 * 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
2092 * 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
2093 * treasure 1940 * treasure
2094 */ 1941 */
2095
2096 treas = tmp->inv; 1942 object *treas = tmp->inv;
2097 if (treas == NULL) 1943
1944 if (!treas)
2098 { 1945 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2100 decrease_ob (tmp); 1947 tmp->decrease ();
2101 return; 1948 return;
2102 } 1949 }
1950
2103 while (tmp->inv) 1951 while (tmp->inv)
2104 { 1952 {
2105 treas = tmp->inv; 1953 treas = tmp->inv;
2106
2107 treas->remove (); 1954 treas->remove ();
2108 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2109 1955
2110 treas->x = op->x; 1956 treas->x = op->x;
2111 treas->y = op->y; 1957 treas->y = op->y;
2112 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);
2113 1959
2114 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))
2115 spring_trap (treas, op); 1961 spring_trap (treas, op);
2116 1962
2117 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2121 */ 1967 */
2122 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2123 break; 1969 break;
2124 } 1970 }
2125 1971
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1973 tmp->decrease (true);
2128
2129}
2130
2131/**
2132 * op eats food.
2133 * If player, takes care of messages and dragon special food.
2134 */
2135static void
2136apply_food (object *op, object *tmp)
2137{
2138 int capacity_remaining;
2139
2140 if (op->type != PLAYER)
2141 op->stats.hp = op->stats.maxhp;
2142 else
2143 {
2144 /* check if this is a dragon (player), eating some flesh */
2145 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2146 ;
2147 else
2148 {
2149 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999)
2151 {
2152 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2154 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2156 }
2157
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 {
2160 char buf[MAX_BUF];
2161
2162 if (!is_dragon_pl (op))
2163 {
2164 /* eating message for normal players */
2165 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2167 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 }
2170 else
2171 {
2172 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2174 }
2175
2176 new_draw_info (NDI_UNIQUE, 0, op, buf);
2177 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50;
2181 else
2182 op->stats.hp += tmp->stats.food / 50;
2183 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999)
2186 op->stats.food = 999;
2187 }
2188
2189 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp);
2192 }
2193 }
2194 handle_apply_yield (tmp);
2195 decrease_ob (tmp);
2196} 1974}
2197 1975
2198/** 1976/**
2199 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * 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.
2203 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2204 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2205 * return: 1983 * return:
2206 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2207 */ 1985 */
2208int 1986static int
2209dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2210{ 1988{
2211 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2214 1992
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2221 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2222 int i; /* index */ 1999 int i; /* index */
2223 2000
2224 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2226 return 0; 2003 return 0;
2227 2004
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2006 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2233 { 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2010 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2012 abil = tmp;
2238 }
2239 }
2240 2013
2241 /* 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
2242 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2244 return 0; 2017 return 0;
2245 2018
2246 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2249 else 2022 else
2250 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2251 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2252 op->stats.hp = op->stats.maxhp;
2253
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2255 2027
2256 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2257 2029
2258 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2259 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2269 2041
2270 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2271 flesh is too rare */ 2043 flesh is too rare */
2272 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2273 2045
2274 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2275 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2276 2048
2277 if (chance >= 0.) 2049 if (chance >= 0.)
2278 chance += 1.; 2050 chance += 1.;
2279 else 2051 else
2280 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2281 2053
2282 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2283 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2284 2056
2285 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2288 2060
2289 /* 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!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2291 { 2063 {
2292 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2293 winners++; 2065 winners++;
2294 } 2066 }
2295 2067
2300 } 2072 }
2301 } 2073 }
2302 2074
2303 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2305 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2306 if (totalchance > 50.) 2080 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2316 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))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2092 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2321 2096
2322 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2323 i = -1; 2098 i = -1;
2324 if (winners > 0) 2099 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2326 2101
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2103 {
2329 /* resistance increased! */ 2104 /* resistance increased! */
2330 skin->resist[i]++; 2105 skin->resist[i]++;
2331 op->update_stats (); 2106 op->update_stats ();
2332 2107
2333 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]));
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2109 }
2336 2110
2337 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2338 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 */
2339 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)
2340 { 2114 {
2341 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> */
2342 2116
2343 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
2344 { 2123 ));
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else 2124 else
2351 { 2125 {
2352 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]));
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0; 2127 abil->last_eat = 0;
2355 } 2128 }
2356 } 2129 }
2130
2357 return 1; 2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2358} 2206}
2359 2207
2360/** 2208/**
2361 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2362 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2364static void 2212static void
2365apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2366{ 2214{
2367 object *armor; 2215 object *armor;
2368 2216
2369 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))
2370 { 2218 {
2371 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.>");
2372 return; 2220 return;
2373 } 2221 }
2374 2222
2375 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2376 2224
2377 if (!armor) 2225 if (!armor)
2378 { 2226 {
2379 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.");
2380 return; 2228 return;
2381 } 2229 }
2382 2230
2383 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2384 && armor->type != CLOAK 2232 && armor->type != CLOAK
2385 && 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)
2386 { 2234 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2388 return; 2236 return;
2389 } 2237 }
2390 2238
2391 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2392 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2393} 2241}
2394 2242
2395extern void 2243void
2396apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2397{ 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
2398 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2399 { 2252 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2403 } 2256 }
2257
2404 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2405 { 2259 {
2406 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);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2408 } 2262 }
2263
2409 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp); 2265 poison->destroy ();
2411 decrease_ob (tmp);
2412} 2266}
2413 2267
2414/** 2268/**
2415 * 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
2416 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2417 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2418 * -You are
2419 * ° the owner of the exit
2420 * ° or in the same party as the owner
2421 * 2272 *
2422 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2423 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2424 * 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
2425 */ 2276 */
2426int 2277static object *
2427is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2428{ 2279{
2429 object *tmp; 2280 if (lighter == 0)
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at
2439 * all the exits in destination and try to find one with same path as
2440 * the current exit's position */
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap)
2446 { 2281 {
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2448 if (!tmp)
2449 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2451 { 2283 {
2452 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2453 continue; /*Not an exit */
2454 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2459 continue; /*Not in the same map */
2460
2461 /* From here we have found the exit is valid. However we do
2462 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments
2464 */
2465 if (!exit->race)
2466 return 1; /*No owner, free for all! */
2467 exit_owner = NULL;
2468 for (pp = first_player; pp; pp = pp->next)
2469 { 2285 {
2470 if (!pp->ob) 2286 lighter = tmp;
2471 continue;
2472 if (pp->ob->name != exit->race)
2473 continue;
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2287 break;
2476 } 2288 }
2477 if (!exit_owner) 2289 }
2478 return 0; /* No more owner */ 2290
2479 if (exit_owner->contr == op->contr) 2291 if (!lighter)
2480 return 1; /*It is your exit */ 2292 {
2481 if (exit_owner && /*There is a owner */ 2293 who->failmsg (format (
2482 (op->contr) && /*A player tries to pass */ 2294 "You can't light up the %s with your bare hands! "
2483 ((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.>",
2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2296 &op->name));
2485 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));
2486 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2487 } 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
2488 } 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)
2489 return 0; 2537 return;
2490}
2491 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}
2492 2614
2493/** 2615/**
2494 * Main apply handler. 2616 * Main apply handler.
2495 * 2617 *
2496 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2498 * Return value: 2620 * Return value:
2499 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2500 * 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
2501 * 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
2502 * 2624 *
2503 * 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
2504 * being applied. 2626 * being applied.
2505 * 2627 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2508 */ 2630 */
2509 2631static int
2510int
2511manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2512{ 2633{
2513 if (tmp->head) 2634 op = op->head_ ();
2514 tmp = tmp->head;
2515 2635
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2517 { 2637 {
2518 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2519 { 2639 {
2520 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
2521 return 1; 2642 return 1;
2522 } 2643 }
2523 else 2644 else
2524 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2525 } 2646 }
2526 2647
2527 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2528 return RESULT_INT (0); 2649 return RESULT_INT (0);
2529 2650
2530 switch (tmp->type) 2651 switch (op->type)
2531 { 2652 {
2532 case CF_HANDLE: 2653 case T_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2535 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2537 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2538 push_button (tmp); 2659 push_button (op, who);
2539 return 1; 2660 return 1;
2540 2661
2541 case TRIGGER: 2662 case TRIGGER:
2542 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2543 { 2664 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2546 } 2667 }
2547 else 2668 else
2548 { 2669 who->failmsg ("The handle doesn't move.");
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2670
2550 }
2551 return 1; 2671 return 1;
2552 2672
2553 case EXIT: 2673 case EXIT:
2554 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2555 return 0; 2675 return 0;
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2676
2557 { 2677 if (!EXIT_PATH (op))
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2559 }
2560 else 2679 else
2561 { 2680 {
2562 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2565 enter_exit (op, tmp); 2685 who->enter_exit (op);
2566 } 2686 }
2687
2567 return 1; 2688 return 1;
2568 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
2569 case SIGN: 2695 case SIGN:
2570 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2571 return 1; 2697 return 1;
2572 2698
2573 case BOOK: 2699 case BOOK:
2574 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2575 { 2701 {
2576 apply_book (op, tmp); 2702 apply_book (who, op);
2577 return 1; 2703 return 1;
2578 } 2704 }
2579 else 2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2580 { 2710 {
2581 return 0;
2582 }
2583
2584 case SKILLSCROLL:
2585 if (op->type == PLAYER)
2586 {
2587 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2588 return 1;
2589 }
2590 return 0;
2591
2592 case SPELLBOOK:
2593 if (op->type == PLAYER)
2594 {
2595 apply_spellbook (op, tmp);
2596 return 1;
2597 }
2598 return 0;
2599
2600 case SCROLL:
2601 apply_scroll (op, tmp, 0);
2602 return 1;
2603
2604 case POTION:
2605 (void) apply_potion (op, tmp);
2606 return 1;
2607
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */
2609 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env);
2614 return 1;
2615
2616 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp);
2621 return 1;
2622
2623 case TREASURE:
2624 if (op->type == PLAYER)
2625 {
2626 apply_treasure (op, tmp);
2627 return 1; 2712 return 1;
2628 } 2713 }
2629 else 2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2630 { 2719 {
2720 apply_spellbook (who, op);
2631 return 0; 2721 return 1;
2632 } 2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
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;
2633 2757
2634 case WEAPON: 2758 case WEAPON:
2635 case ARMOUR: 2759 case ARMOUR:
2636 case BOOTS: 2760 case BOOTS:
2637 case GLOVES: 2761 case GLOVES:
2644 case CLOAK: 2768 case CLOAK:
2645 case WAND: 2769 case WAND:
2646 case ROD: 2770 case ROD:
2647 case HORN: 2771 case HORN:
2648 case SKILL: 2772 case SKILL:
2773 case SPELL:
2649 case BOW: 2774 case BOW:
2650 case LAMP: 2775 case RANGED:
2651 case BUILDER: 2776 case BUILDER:
2652 case SKILL_TOOL: 2777 case SKILL_TOOL:
2653 if (tmp->env != op) 2778 if (op->env != who)
2654 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2655 (void) apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2656 return 1; 2783 return 1;
2657 2784
2658 case DRINK: 2785 case DRINK:
2659 case FOOD: 2786 case FOOD:
2660 case FLESH: 2787 case FLESH:
2661 apply_food (op, tmp); 2788 apply_food (who, op);
2662 return 1; 2789 return 1;
2663 2790
2664 case POISON: 2791 case POISON:
2665 apply_poison (op, tmp); 2792 apply_poison (who, op);
2666 return 1; 2793 return 1;
2667 2794
2668 case SAVEBED: 2795 case SAVEBED:
2669 return 1; 2796 return 1;
2670 2797
2671 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2672 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2673 { 2800 {
2674 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2675 return 1; 2802 return 1;
2676 } 2803 }
2677 else 2804 else
2678 return 0; 2805 return 0;
2679 2806
2680 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2682 return 1; 2809 return 1;
2683 2810
2684 case CLOCK: 2811 case CLOCK:
2685 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2686 { 2813 {
2687 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2688 timeofday_t tod; 2815 timeofday_t tod;
2689 2816
2690 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2695 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2824 return 1;
2697 } 2825 }
2698 else 2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2699 { 2831 {
2700 return 0;
2701 }
2702
2703 case MENU:
2704 if (op->type == PLAYER)
2705 {
2706 shop_listing (op); 2832 shop_listing (op, who);
2707 return 1; 2833 return 1;
2708 } 2834 }
2709 else 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)
2710 { 2844 {
2711 return 0;
2712 }
2713
2714 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1;
2717
2718 case LIGHTER: /* for lighting torches/lanterns/etc */
2719 if (op->type == PLAYER)
2720 {
2721 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2722 return 1; 2846 return 1;
2723 } 2847 }
2724 else 2848 else
2725 {
2726 return 0; 2849 return 0;
2727 }
2728 2850
2729 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2731 return 1; 2853 return 1;
2732 2854
2733 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2734 return 0; 2857 return 0;
2735 } 2858 }
2736} 2859}
2737 2860
2738 2861/*
2739/* quiet suppresses the "don't know how to apply" and "you must get it first"
2740 * messages as needed by player_apply_below(). But there can still be
2741 * "but you are floating high above the ground" messages.
2742 *
2743 * Same return value as apply() function. 2862 * Same return value as apply() function.
2744 */ 2863 */
2745int 2864bool
2746player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2747{ 2866{
2748 int tmp;
2749
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2751 { 2868 {
2752 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 { 2871 {
2755 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.>");
2756 return 0; 2875 return 0;
2757 } 2876 }
2758 } 2877 }
2759 2878
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 }
2771
2772 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2773 2880
2774 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2775 if (!quiet)
2776 {
2777 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2779 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2781 }
2782 return tmp;
2783} 2882}
2784 2883
2785/** 2884/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2787 * 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
2788 * we use the ground. 2887 * we use the ground.
2789 */ 2888 */
2790
2791void 2889void
2792player_apply_below (object *pl) 2890player_apply_below (object *pl)
2793{ 2891{
2794 object *tmp, *next;
2795 int floors; 2892 int floors = 0;
2796 2893
2797 /* 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
2798 * item in the container. Otherwise, use the map. 2895 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* 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
2803 * 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
2804 * 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
2805 * 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
2806 * not return a proper value. 2900 * not return a proper value.
2807 */ 2901 */
2808 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)
2809 { 2905 {
2810 next = tmp->below; 2906 next = tmp->below;
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++;
2813 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */
2815 2907
2816 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2817 * person moving on it, also activate. Added code to make it
2818 * so that at least one of players movement types be that which
2819 * the item needs.
2820 */ 2909 */
2821 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2822 {
2823 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2824 return; 2912 break;
2825 } 2913
2826 if (floors >= 2) 2914 break;
2827 return; /* process at most two floor objects */
2828 } 2915 }
2829} 2916}
2830 2917
2831/** 2918/**
2832 * Unapplies specified item. 2919 * Unapplies specified item.
2835 * 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.
2836 */ 2923 */
2837static int 2924static int
2838unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2839{ 2926{
2840 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)))
2841 return RESULT_INT (0); 2929 return RESULT_INT (0);
2842 2930
2843 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2844 2933
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2935
2846 switch (op->type) 2936 switch (op->type)
2847 { 2937 {
2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2848 case WEAPON: 2949 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2850
2851 (void) change_abil (who, op); 2951 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 2952 who->flag [FLAG_READY_WEAPON] = false;
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2953
2854 clear_skill (who); 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
2855 break; 2961 break;
2856 2962
2857 case SKILL: /* allows objects to impart skills */ 2963 case BOW:
2858 case SKILL_TOOL: 2964 case WAND:
2859 if (op != who->chosen_skill) 2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2860 { 2969 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2862 } 2972 }
2863 if (who->type == PLAYER) 2973 else
2864 { 2974 {
2865 if (who->contr->shoottype == range_skill) 2975 who->change_skill (0);
2866 who->contr->shoottype = range_none; 2976
2867 if (!op->invisible) 2977 if (op->type == BOW)
2868 { 2978 op->flag [FLAG_READY_BOW ] = false;
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2979 else
2872 { 2980 op->flag [FLAG_READY_RANGE] = false;
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 }
2875 } 2981 }
2876 (void) change_abil (who, op); 2982
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2983 break;
2880 2984
2881 case ARMOUR: 2985 case ARMOUR:
2882 case HELMET: 2986 case HELMET:
2883 case SHIELD: 2987 case SHIELD:
2886 case GLOVES: 2990 case GLOVES:
2887 case AMULET: 2991 case AMULET:
2888 case GIRDLE: 2992 case GIRDLE:
2889 case BRACERS: 2993 case BRACERS:
2890 case CLOAK: 2994 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2892 (void) change_abil (who, op); 2996 change_abil (who, op);
2893 break; 2997 break;
2998
2894 case LAMP: 2999 case SPELL:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 3000 case BUILDER:
2896 tmp2 = arch_to_object (op->other_arch); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2897 tmp2->x = op->x;
2898 tmp2->y = op->y;
2899 tmp2->map = op->map;
2900 tmp2->below = op->below;
2901 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907
2908 if (who->type == PLAYER)
2909 esrv_del_item (who->contr, op->count);
2910
2911 op->destroy ();
2912 insert_ob_in_ob (tmp2, who);
2913 who->update_stats ();
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 {
2916 if (who->type == PLAYER)
2917 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 }
2921 }
2922 if (who->type == PLAYER)
2923 esrv_send_item (who, tmp2);
2924 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 3002 break;
2926 case BOW: 3003
2927 case WAND: 3004 //case SKILL_TOOL://TODO
2928 case ROD: 3005 default:
2929 case HORN: 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2930 clear_skill (who);
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 }
2936 else
2937 {
2938 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 }
2943 break; 3007 break;
2944
2945 case BUILDER:
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break;
2950
2951 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break;
2954 } 3008 }
3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op);
2955 3013
2956 who->update_stats (); 3014 who->update_stats ();
2957 3015
2958 if (!(aflags & AP_NO_MERGE))
2959 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL);
2963 if (who->type == PLAYER)
2964 {
2965 if (tmp)
2966 { /* it was merged */
2967 esrv_del_item (who->contr, op->count);
2968 op = tmp;
2969 }
2970
2971 esrv_send_item (who, op);
2972 }
2973 }
2974 return 0; 3016 return 0;
2975} 3017}
2976 3018
2977/** 3019/**
2978 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
2980 * 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
2981 * something like: 3023 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
2986 * 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.
2987 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 3030 * invisible other objects that use
2989 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
2990 */ 3032 */
2991object * 3033static object *
2992get_item_from_body_location (object *start, int loc) 3034get_next_item_from_body_location (int loc, object *start)
2993{ 3035{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3000 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))
3001 return tmp; 3040 return tmp;
3002 3041
3003 return NULL; 3042 return 0;
3004} 3043}
3005
3006
3007 3044
3008/** 3045/**
3009 * '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.
3010 * This should only be called when it is known 3047 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
3014 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
3015 * 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
3016 * 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
3017 * another function that does just that. 3054 * another function that does just that.
3018 */ 3055 */
3019int 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
3020unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3021{ 3064{
3022 int i; 3065 if (op->is_range ())
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3033 {
3034 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)))
3035 { 3069 {
3036 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
3038 else 3072 else
3039 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3040 } 3074 }
3041 else 3075 else
3042 { 3076 {
3043 /* 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.
3044 * 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
3045 * at least generate the message. 3079 * at least generate the message.
3046 */ 3080 */
3047 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)));
3048 return 1; 3082 return 1;
3049 }
3050
3051 } 3083 }
3052 }
3053 }
3054 3084
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 3086 {
3057 /* this used up a slot that we need to free */ 3087 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 3088 if (op->slot[i].info)
3059 { 3089 {
3060 last = who->inv; 3090 object *last = who->inv;
3061 3091
3062 /* 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
3063 * to free up enough slots. 3093 * to free up enough slots.
3064 */ 3094 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 3096 {
3067 tmp = get_item_from_body_location (last, i); 3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3068 if (!tmp) 3099 if (!tmp)
3069 { 3100 {
3070#if 0 3101#if 0
3071 /* 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
3072 * equipped. 3103 * equipped.
3073 */ 3104 */
3074 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);
3075#endif 3106#endif
3076 return 1; 3107 return 1;
3077 } 3108 }
3109
3078 /* 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 */
3079 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))))
3080 { 3112 {
3081 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
3083 else 3115 else
3084 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
3085 } 3117 }
3086 else 3118 else
3087 { 3119 {
3088 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
3089 * 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,
3090 * 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
3091 * one cursed ring.) 3123 * one cursed ring.)
3092 */ 3124 */
3093 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)));
3094 } 3126 }
3127
3095 last = tmp->below; 3128 last = tmp->below;
3096 } 3129 }
3097 /* 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
3098 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
3099 */ 3132 */
3100 } /* if op is using this body location */ 3133 } /* if op is using this body location */
3101 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
3102 return 0; 3136 return 0;
3103} 3137}
3104 3138
3105/** 3139/**
3106 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
3110 * 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
3111 * 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?)
3112 * 3146 *
3113 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
3114 * these return values. 3148 * these return values.
3115 */ 3149 */
3116int 3150int
3117can_apply_object (object *who, object *op) 3151can_apply_object (object *who, object *op)
3118{ 3152{
3119 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)))
3120 return RESULT_INT (0); 3154 return RESULT_INT (0);
3121 3155
3122 int i, retval = 0; 3156 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 3157 object *tmp = 0, *ws = 0;
3124 3158
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 { 3160 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3161 if (op->slot[i].info)
3133 { 3162 {
3134 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)
3135 { 3165 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn' 3166 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 3167 * really needed.
3152 */ 3168 */
3153 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
3154 } 3170 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 3171 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 3172 {
3157 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
3158 * we have. 3174 * we have.
3159 */ 3175 */
3160 object *tmp1;
3161
3162 3176
3163 /* 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
3164 * enough slots to equip the new item, then just set this can 3178 * enough slots to equip the new item, then just set "can
3165 * 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
3166 * shield equipped and try to equip another shield, there is only 3180 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
3169 * may be two handed for example. 3183 * may be two handed for example.
3170 */ 3184 */
3171 if (ws) 3185 if (ws)
3172 { 3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 { 3187 {
3175 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 3189 continue;
3177 } 3190 }
3178 }
3179 3191
3180 tmp1 = get_item_from_body_location (who->inv, i); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 3193 if (!tmp1)
3182 {
3183#if 0
3184 /* This is sort of an error, but happens a lot when old players
3185 * join in with more stuff equipped than they are now allowed.
3186 */
3187 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3188#endif
3189 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3190 }
3191 else 3195 else
3192 { 3196 {
3193 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3195 * to apply multiple objects 3199 * to apply multiple objects
3196 */ 3200 */
3197 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3202
3198 if (!tmp) 3203 if (!tmp)
3199 tmp = tmp1; 3204 tmp = tmp1;
3200 else if (tmp != tmp1) 3205 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 3207
3204 /* 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
3205 * 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
3206 * the slots, the player then has a choice. 3210 * the slots, the player then has a choice.
3207 */ 3211 */
3208 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)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 3215
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 3217 * equipped? If not, there must be something else to unapply.
3213 */ 3218 */
3214 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)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 3221 }
3218 } /* if not enough free slots */ 3222 } /* if not enough free slots */
3219 } /* if this object uses location i */ 3223 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3221 3225
3226 * 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
3227 * all use the same location. 3231 * all use the same location.
3228 */ 3232 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3235
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3237 retval |= CAN_APPLY_RESTRICTION;
3233 3238
3234
3235 if (who->type != PLAYER) 3239 if (who->type != PLAYER)
3236 { 3240 {
3237 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))
3238 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3246
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3248 retval |= CAN_APPLY_RESTRICTION;
3249
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3245 } 3252 }
3253
3246 return retval; 3254 return retval;
3247} 3255}
3248 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;
3249 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}
3250 3345
3251/** 3346/**
3252 * 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.
3253 * 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,
3254 * 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
3263 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3264 * 3359 *
3265 * Optional flags: 3360 * Optional flags:
3266 * 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
3267 * 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
3268 * 3364 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 3366 *
3271 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3272 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3273int 3373int
3274apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3275{ 3375{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3277 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3378
3280 if (who == NULL) 3379 if (who == NULL)
3281 { 3380 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3382 return 1;
3293 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3294 return 0; 3393 return 0;
3295 3394
3296 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)))
3297 { 3396 {
3298 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)));
3299 return 1; 3398 return 1;
3300 } 3399 }
3400
3301 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3302 } 3402 }
3303
3304 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3305 return 0; 3404 return 0;
3306 3405
3307 i = can_apply_object (who, op); 3406 splay (op);
3308 3407
3309 /* 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 */
3310 if (i) 3409 if (int i = can_apply_object (who, op))
3311 { 3410 {
3312 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3313 { 3412 {
3314 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)));
3315 return 1; 3414 return 1;
3316 } 3415 }
3317 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3417 {
3319 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 ));
3320 return 1; 3423 return 1;
3321 } 3424 }
3425
3322 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3323 { 3427 {
3324 /* Some error, so don't try to equip something more */ 3428 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3429 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3430 return 1;
3327 } 3431 }
3328 else 3432 else
3329 { 3433 {
3330 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))
3331 { 3435 {
3332 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:");
3333 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3438 return 1;
3335 } 3439 }
3336 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))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3441 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3442 return 1;
3341 } 3443 }
3342 }
3343 } 3444 }
3445
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3447 {
3448 // try to ready attached skill first
3346 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3450
3347 if (!skop) 3451 if (!skop)
3348 { 3452 {
3349 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));
3350 return 1; 3454 return 1;
3351 } 3455 }
3352 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3353 {
3354 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated
3356 */
3357 change_skill (who, skop, 0);
3358 } 3457 {
3359 } 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3360 3459 return 1;
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3460 }
3362 { 3461 }
3363 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);
3364 return 1; 3466 return 1;
3365 } 3467 }
3366
3367 3468
3368 /* 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.
3369 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3371 */ 3472 */
3372 3473
3373 3474 // split away all the other items from the stack, so only one item is left
3374 if (op->nrof > 1) 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3375 tmp = get_split_ob (op, op->nrof - 1);
3376 else
3377 tmp = NULL;
3378 3476
3379 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)))
3380 return RESULT_INT (0); 3478 return RESULT_INT (0);
3381 3479
3382 switch (op->type) 3480 switch (op->type)
3383 { 3481 {
3384 case WEAPON: 3482 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3386 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3389 if (tmp != NULL)
3390 (void) insert_ob_in_ob (tmp, who);
3391 return 1;
3392 }
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3484 {
3395 /* 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. */
3396 /* (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) */
3397 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. "
3398 if (tmp != NULL) 3488 "H<Its name indicates that it belongs to somebody else.>");
3399 (void) insert_ob_in_ob (tmp, who); 3489 if (tmp) who->insert (tmp);
3400 return 1; 3490 return 1;
3401 } 3491 }
3402 SET_FLAG (op, FLAG_APPLIED);
3403 3492
3404 if (skop) 3493 op->flag [FLAG_APPLIED] = true;
3405 change_skill (who, skop, 1);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON);
3408 3494
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3495 if (player *pl = who->contr)
3410 3496 {
3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3411 (void) change_abil (who, op); 3498 change_abil (who, op);
3499 }
3500 else
3501 who->change_skill (skop);
3502
3503 op->flag [FLAG_READY_WEAPON] = true;
3412 break; 3504 break;
3413 3505
3414 case ARMOUR: 3506 case ARMOUR:
3415 case HELMET: 3507 case HELMET:
3416 case SHIELD: 3508 case SHIELD:
3420 case BRACERS: 3512 case BRACERS:
3421 case CLOAK: 3513 case CLOAK:
3422 case RING: 3514 case RING:
3423 case AMULET: 3515 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3426 (void) change_abil (who, op); 3518 change_abil (who, op);
3427 break; 3519 break;
3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3428 case LAMP: 3528 case SKILL:
3429 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3430 { 3530 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3534 {
3535 who->failmsg (format (
3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3538 "It cannot be used on its own.>",
3539 &op->skill
3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3554 else
3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3571 }
3572
3573 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op);
3576 break;
3577
3578 case BOW:
3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3580 {
3581 who->failmsg ("The weapon does not recognize you as its owner. "
3582 "H<Its name indicates that it belongs to somebody else.>");
3583 if (tmp) who->insert (tmp);
3432 return 1; 3584 return 1;
3433 } 3585 }
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED);
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3440 insert_ob_in_ob (tmp2, who);
3441 3586
3442 /* Remove the old lantern */ 3587 if (player *pl = who->contr)
3443 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count);
3445
3446 op->destroy ();
3447
3448 /* insert the portion that was split off */
3449 if (tmp != NULL)
3450 { 3588 {
3451 (void) insert_ob_in_ob (tmp, who); 3589 op->flag [FLAG_APPLIED] = true;
3452 if (who->type == PLAYER) 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3453 esrv_send_item (who, tmp); 3591 change_abil (who, op);
3454 } 3592 }
3455 who->update_stats (); 3593 break;
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3457 { 3597 {
3458 if (who->type == PLAYER) 3598 op->flag [FLAG_APPLIED] = true;
3459 { 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 }
3463 } 3600 }
3464 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2);
3466 return 0;
3467 break; 3601 break;
3468 3602
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3603 case SPELL:
3471 case SKILL_TOOL: 3604 if (player *pl = who->contr)
3472 if (who->chosen_skill)
3473 { 3605 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3606 op->flag [FLAG_APPLIED] = true;
3475 return 1; 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3476 } 3608 }
3477 if (who->type == PLAYER)
3478 {
3479 who->contr->shoottype = range_skill;
3480 who->contr->ranges[range_skill] = op;
3481 if (!op->invisible)
3482 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 }
3486 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 }
3490 }
3491 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op);
3493 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL);
3495 break; 3609 break;
3496 3610
3611 /*FALLTHROUGH*/
3497 case BOW: 3612 case WAND:
3498 if (!check_weapon_power (who, op->last_eat))
3499 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3502 if (tmp != NULL)
3503 (void) insert_ob_in_ob (tmp, who);
3504 return 1;
3505 }
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL)
3510 (void) insert_ob_in_ob (tmp, who);
3511 return 1;
3512 }
3513 /*FALLTHROUGH*/ case WAND:
3514 case ROD: 3613 case ROD:
3515 case HORN: 3614 case HORN:
3516 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3517 SET_FLAG (op, FLAG_APPLIED); 3616
3518 if (skop) 3617 if (!skop)
3519 change_skill (who, skop, 0);
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521
3522 if (who->type == PLAYER)
3523 { 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
3524 if (op->type == BOW) 3630 if (op->type == BOW)
3525 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3632
3526 (void) change_abil (who, op); 3633 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 }
3535 } 3634 }
3536 else 3635 else
3537 { 3636 {
3637 who->change_skill (skop);
3638
3538 if (op->type == BOW) 3639 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3540 else 3641 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3643 }
3644
3645 break;
3646
3647 case BUILDER:
3648 if (player *pl = who->contr)
3649 {
3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3651 //TODO: change_abil?
3542 } 3652 }
3543 break; 3653 break;
3544 3654
3545 case BUILDER:
3546 if (who->contr->ranges[range_builder])
3547 unapply_special (who, who->contr->ranges[range_builder], 0);
3548 who->contr->shoottype = range_builder;
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3551 break;
3552
3553 default: 3655 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3555 } /* end of switch op->type */ 3657 }
3556 3658
3557 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3558 3660
3559 if (tmp != NULL) 3661 if (tmp) who->insert (tmp);
3560 tmp = insert_ob_in_ob (tmp, who);
3561 3662
3562 who->update_stats (); 3663 who->update_stats ();
3563 3664
3564 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3565 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3567 */ 3668 */
3568 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)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570 3671
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3574 { 3674 {
3575 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 );
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3680 }
3578 } 3681
3579 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3580 {
3581 /* if multiple objects were applied, update both slots */
3582 if (tmp)
3583 esrv_send_item (who, tmp);
3584 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3585 } 3684
3586 return 0; 3685 return 0;
3587}
3588
3589
3590int
3591monster_apply_special (object *who, object *op, int aflags)
3592{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3594 return 1;
3595 return apply_special (who, op, aflags);
3596} 3686}
3597 3687
3598/** 3688/**
3599 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3600 * 3690 *
3603int 3693int
3604auto_apply (object *op) 3694auto_apply (object *op)
3605{ 3695{
3606 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3607 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3608 3700
3609 switch (op->type) 3701 switch (op->type)
3610 { 3702 {
3611 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3612 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3614 3706
3615 do 3707 do
3616 { 3708 {
3617 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3618 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3619 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
3620 if (tmp == NULL) 3716 if (tmp == NULL)
3621 return 0; 3717 return 0;
3718
3622 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3623 { 3720 {
3624 tmp->destroy (); 3721 tmp->destroy ();
3625 tmp = NULL; 3722 tmp = NULL;
3626 } 3723 }
3629 3726
3630 tmp->x = op->x; 3727 tmp->x = op->x;
3631 tmp->y = op->y; 3728 tmp->y = op->y;
3632 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3633 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635 identify (tmp); 3731 identify (tmp);
3636 break; 3732 break;
3637 3733
3638 case TREASURE: 3734 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3736 return 0;
3641 3737
3642 while ((op->stats.hp--) > 0) 3738 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3739 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 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);
3645 3741
3646 /* 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,
3647 * 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
3648 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3649 * that is put inside other objects. 3745 * that is put inside other objects.
3650 */ 3746 */
3651 for (tmp = op->inv; tmp; tmp = tmp2)
3652 {
3653 tmp2 = tmp->below;
3654 tmp->remove ();
3655
3656 if (op->env) 3747 if (op->env)
3657 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3658 else 3749 op->env->insert (op->inv);
3659 tmp->destroy ();
3660 }
3661 3750
3662 op->destroy (); 3751 op->destroy ();
3663 break; 3752 break;
3664 } 3753 }
3665 return tmp ? 1 : 0;
3666}
3667 3754
3755 return !!tmp;
3756}
3757
3668/** 3758/**
3669 * 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
3670 * when an original map is loaded) and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3761 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3762 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3763 */
3674void 3764void
3675fix_auto_apply (maptile *m) 3765maptile::fix_auto_apply ()
3676{ 3766{
3677 object *tmp, *above = NULL; 3767 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3768 return;
3682 3769
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3771 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3772 {
3687 above = tmp->above; 3773 object *above = tmp->above;
3688 3774
3689 if (tmp->inv) 3775 if (tmp->inv)
3690 { 3776 {
3691 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3692 3778
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3694 { 3780 {
3695 invnext = invtmp->below; 3781 invnext = invtmp->below;
3696 3782
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3784 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3786 {
3701 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3789
3704 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3705 } 3791 }
3706 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3793 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3794 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3795 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3796 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3797 * treasure again for this object
3712 */ 3798 */
3713 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3714 } 3800 }
3715 } 3801 }
3802
3716 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3807 * MSW 2004-05-13
3721 * 3808 *
3722 * 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,
3723 * else you get two spells in the book ^_- 3810 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3725 */ 3812 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || 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)
3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3739 } 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 }
3740 else if (tmp->type == TIMED_GATE) 3826 else if (tmp->type == TIMED_GATE)
3741 { 3827 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3828 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3829
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3830 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3831 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3832 }
3750 /* 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
3751 * 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
3752 * 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
3753 * 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.
3754 * 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
3755 * which say how many times to make the treasure. 3838 * which say how many times to make the treasure.
3756 */ 3839 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3840 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3841 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3842 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3843 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3844 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3763 } 3846 }
3847
3848 // close all containers
3849 else if (tmp->type == CONTAINER)
3850 tmp->flag [FLAG_APPLIED] = 0;
3851
3852 tmp = above;
3764 } 3853 }
3765 3854
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3771} 3859}
3772 3860
3773/** 3861/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3776 * 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
3777 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3778 */ 3866 */
3779
3780void 3867void
3781eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3782{ 3869{
3783 object *force; 3870 object *force;
3784 int i, did_one = 0; 3871 int i, did_one = 0;
3785 sint8 k;
3786 3872
3787 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3788 3876
3789 for (i = 0; i < NUM_STATS; i++)
3790 {
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 {
3794 set_attr_value (&force->stats, i, k);
3795 did_one = 1;
3796 }
3797 }
3798
3799 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++)
3801 {
3802 if (food->resist[i] > 0)
3803 {
3804 force->resist[i] = food->resist[i] / 2;
3805 did_one = 1;
3806 }
3807 }
3808
3809 if (did_one)
3810 {
3811 force->speed = 0.1;
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3815 SET_FLAG (force, FLAG_APPLIED); 3879
3816 change_abil (who, force); 3880 if (force = who->force_find (key))
3817 insert_ob_in_ob (force, who); 3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3818 } 3891 }
3819 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3820 force->destroy (); 3923 force->destroy ();
3924 }
3821 3925
3822 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3824 { 3928 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3930 {
3827 strcpy (who->contr->killer, food->name); 3931 who->contr->killer = food;
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3830 } 3934 }
3831 else 3935 else
3832 { 3936 {
3833 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3834 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3835 else 3939 else
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3837 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3838 } 3943 }
3839 } 3944 }
3945
3840 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3841 { 3947 {
3842 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3843 { 3949 {
3844 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3845 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3846 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3847 who->stats.sp = 0; 3953 who->stats.sp = 0;
3848 } 3954 }
3849 else 3955 else
3850 { 3956 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3852 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3853 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3854 } 3960 }
3855 } 3961 }
3962
3856 who->update_stats (); 3963 who->update_stats ();
3857}
3858
3859/**
3860 * Designed primarily to light torches/lanterns/etc.
3861 * Also burns up burnable material too. First object in the inventory is
3862 * the selected object to "burn". -b.t.
3863 */
3864void
3865apply_lighter (object *who, object *lighter)
3866{
3867 object *item;
3868 int is_player_env = 0;
3869
3870 item = find_marked_object (who);
3871 if (item)
3872 {
3873 if (lighter->last_eat && lighter->stats.food)
3874 { /* lighter gets used up */
3875 /* Split multiple lighters if they're being used up. Otherwise *
3876 * one charge from each would be used up. --DAMN */
3877 if (lighter->nrof > 1)
3878 {
3879 object *oneLighter = lighter->clone ();
3880
3881 lighter->nrof -= 1;
3882 oneLighter->nrof = 1;
3883 oneLighter->stats.food--;
3884 esrv_send_item (who, lighter);
3885 oneLighter = insert_ob_in_ob (oneLighter, who);
3886 esrv_send_item (who, oneLighter);
3887 }
3888 else
3889 lighter->stats.food--;
3890 }
3891 else if (lighter->last_eat)
3892 { /* no charges left in lighter */
3893 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3894 return;
3895 }
3896
3897 /* Perhaps we should split what we are trying to light on fire?
3898 * I can't see many times when you would want to light multiple
3899 * objects at once.
3900 */
3901
3902 if (who == item->in_player ())
3903 is_player_env = 1;
3904
3905 save_throw_object (item, AT_FIRE, who);
3906
3907 if (item->destroyed ())
3908 {
3909 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3910 /* Need to update the player so that the players glow radius
3911 * gets changed.
3912 */
3913 if (is_player_env)
3914 who->update_stats ();
3915 }
3916 else
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3918 }
3919 else /* nothing to light */
3920 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3921
3922}
3923
3924/**
3925 * op made some mistake with a scroll, this takes care of punishment.
3926 * scroll_failure()- hacked directly from spell_failure
3927 */
3928void
3929scroll_failure (object *op, int failure, int power)
3930{
3931 if (abs (failure / 4) > power)
3932 power = abs (failure / 4); /* set minimum effect */
3933
3934 if (failure <= -1 && failure > -15)
3935 { /* wonder */
3936 object *tmp;
3937
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3939 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy ();
3942 }
3943 else if (failure <= -15 && failure > -35)
3944 { /* drain mana */
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3946 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3947 if (op->stats.sp < 0)
3948 op->stats.sp = 0;
3949 }
3950 else if (settings.spell_failure_effects == TRUE)
3951 {
3952 if (failure <= -35 && failure > -60)
3953 { /* confusion */
3954 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3955 confuse_player (op, op, power);
3956 }
3957 else if (failure <= -60 && failure > -70)
3958 { /* paralysis */
3959 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3960 paralyze_player (op, op, power);
3961 }
3962 else if (failure <= -70 && failure > -80)
3963 { /* blind */
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3965 blind_player (op, op, power);
3966 }
3967 else if (failure <= -80)
3968 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3974 tmp->destroy ();
3975 }
3976 }
3977} 3964}
3978 3965
3979void 3966void
3980apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3981{ 3968{
3998 */ 3985 */
3999 int i, j; 3986 int i, j;
4000 3987
4001 for (i = 0; i < NUM_STATS; i++) 3988 for (i = 0; i < NUM_STATS; i++)
4002 { 3989 {
4003 sint8 stat = get_attr_value (stats, i); 3990 int race_bonus = pl->arch->stats.stat (i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3992
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3993 if (stat > 20 + race_bonus)
4008 { 3994 {
4009 excess_stat++; 3995 excess_stat++;
4010 stat = 20 + race_bonus; 3996 stat = 20 + race_bonus;
4011 } 3997 }
4012 set_attr_value (stats, i, stat); 3998
3999 stats->stat (i) = stat;
4013 } 4000 }
4014 4001
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 4002 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 4003 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 4004 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020 4005
4021 if (i == CHA) 4006 if (i == CHA)
4022 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);
4023 if (stat < 20 + race_bonus) 4011 if (stat < 20 + race_bonus)
4024 { 4012 {
4025 change_attr_value (stats, i, 1); 4013 change_attr_value (stats, i, 1);
4026 excess_stat--; 4014 excess_stat--;
4027 } 4015 }
4028 } 4016 }
4029 4017
4030 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 4019 * the player ref: player.c
4032 */ 4020 */
4033 if (change->randomitems != NULL) 4021 if (change->randomitems)
4034 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
4035
4036 4023
4037 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
4038 4025
4039 /* first, look for the force object banning 4026 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
4041 */ 4028 */
4042 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
4043 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
4044 flag_change_face = 0; 4031 flag_change_face = 0;
4045 4032
4046 if (flag_change_face) 4033 if (flag_change_face)
4047 { 4034 {
4048 pl->animation_id = GET_ANIM_ID (change);
4049 pl->face = change->face; 4035 pl->face = change->face;
4050 4036 pl->animation_id = change->animation_id;
4051 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4052 SET_FLAG (pl, FLAG_ANIMATE);
4053 else
4054 CLEAR_FLAG (pl, FLAG_ANIMATE);
4055 } 4038 }
4056 4039
4057 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
4058 /*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); */
4059 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
4060 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4061 4044
4062 break; 4045 break;
4063 } 4046 }
4064 } 4047 }
4065} 4048}
4066 4049
4067/**
4068 * This handles items of type 'transformer'.
4069 * Basically those items, used with a marked item, transform both items into something
4070 * else.
4071 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4072 * Change information is contained in the 'slaying' field of the marked item.
4073 * The format is as follow: transformer:[number ]yield[;transformer:...].
4074 * This way an item can be transformed in many things, and/or many objects.
4075 * The 'slaying' field for transformer is used as verb for the action.
4076 */
4077void
4078apply_item_transformer (object *pl, object *transformer)
4079{
4080 object *marked;
4081 object *new_item;
4082 char *find;
4083 char *separator;
4084 int yield;
4085 char got[MAX_BUF];
4086 int len;
4087
4088 if (!pl || !transformer)
4089 return;
4090 marked = find_marked_object (pl);
4091 if (!marked)
4092 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4094 return;
4095 }
4096 if (!marked->slaying)
4097 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4099 return;
4100 }
4101 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4104 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return;
4107 }
4108 find += strlen (transformer->arch->name) + 1;
4109 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find)))
4111 {
4112 yield = atoi (find);
4113 if (yield < 1)
4114 {
4115 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4116 yield = 1;
4117 }
4118 }
4119 else
4120 yield = 1;
4121
4122 while (isdigit (*find))
4123 find++;
4124 while (*find == ' ')
4125 find++;
4126 memset (got, 0, MAX_BUF);
4127 if ((separator = strchr (find, ';')) != NULL)
4128 {
4129 len = separator - find;
4130 }
4131 else
4132 {
4133 len = strlen (find);
4134 }
4135 if (len > MAX_BUF - 1)
4136 len = MAX_BUF - 1;
4137 strcpy (got, find);
4138 got[len] = '\0';
4139
4140 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got);
4142 if (!new_item)
4143 {
4144 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4145 return;
4146 }
4147
4148 new_item->nrof = yield;
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4150 insert_ob_in_ob (new_item, pl);
4151 esrv_send_inventory (pl, pl);
4152 /* Eat up one item */
4153 decrease_ob_nr (marked, 1);
4154 /* Eat one transformer if needed */
4155 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1);
4158}

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