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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.101 by root, Thu May 17 20:27:01 2007 UTC vs.
Revision 1.240 by root, Mon Apr 5 20:33:13 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <cmath> 25#include <cmath>
26 26
27#include <global.h> 27#include <global.h>
29#include <spells.h> 29#include <spells.h>
30#include <skills.h> 30#include <skills.h>
31#include <tod.h> 31#include <tod.h>
32 32
33#include <sproto.h> 33#include <sproto.h>
34
35/* Want this regardless of rplay. */
36#include <sounds.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;
69 66
70 /* 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,
71 * name or race that matches. 68 * name or race that matches.
72 */ 69 */
73 if ((op->race) && 70 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 73 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && 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 && op->slaying == victim->name)) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 81 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 82 return 1;
86 83
87 return 0; 84 return 0;
93 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
94 */ 91 */
95static int 92static int
96apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
97{ 94{
98 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
99 int success = 0;
100 96
101 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
102 return 0; 98 return 0;
103 99
104 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
105 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
106 */ 102 */
107 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
108 return 0; 104 return 0;
109 105
110 marked = find_marked_object (pl);
111 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
112 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
113 */ 108 */
109 if (object *marked = find_marked_object (pl))
114 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
115 { 111 {
116 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
117 { 113 {
118 identify (marked); 114 identify (marked);
119 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));
120 if (marked->msg) 117 if (marked->msg)
121 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
122 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
123 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
124 } 121 }
125 return money == NULL;
126 } 122 }
127 }
128 123
129 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
130 { 125 {
131 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 { 127 {
133 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
134 { 129 {
135 identify (id); 130 identify (id);
136 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));
137 if (id->msg) 133 if (id->msg)
138 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
140 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
141 }
142 success = 1;
143 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
144 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
145 break; 138 break;
146 } 139 }
147 else 140 else
148 { 141 {
149 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");
150 break; 143 break;
151 } 144 }
152 } 145 }
153 } 146 }
154 if (!success) 147
155 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
156 return money == NULL; 153 return !money;
157} 154}
158 155
159/** 156/**
160 * 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
161 * matching item. 158 * matching item.
162 **/ 159 **/
163static void 160void
164handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
165{ 162{
166 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
167 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
168 yield = get_ob_key_value (tmp, "on_use_yield");
169 if (yield != NULL)
170 {
171 object *drop = get_archetype (yield);
172
173 if (tmp->env)
174 {
175 drop = insert_ob_in_ob (drop, tmp->env);
176 if (tmp->env->type == PLAYER)
177 esrv_send_item (tmp->env, drop);
178 }
179 else
180 {
181 drop->x = tmp->x;
182 drop->y = tmp->y;
183 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
184 }
185 }
186} 165}
187 166
188/** 167/**
189 * Handles applying a potion. 168 * Handles applying a potion.
190 */ 169 */
191int 170int
192apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
193{ 172{
194 int got_one = 0, i; 173 int got_one = 0, i;
195 object *force = 0, *floor = 0; 174 object *force = 0;
196 175
197 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
198 177
199 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)
200 { 179 {
201 if (op->type == PLAYER)
202 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
203 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
204 return 0; 183 return 0;
205 } 184 }
206 185
207 if (op->type == PLAYER) 186 if (op->type == PLAYER)
218 197
219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
220 { 199 {
221 op->drain_stat (); 200 op->drain_stat ();
222 op->update_stats (); 201 op->update_stats ();
223 decrease_ob (tmp); 202 tmp->decrease ();
224 return 1; 203 return 1;
225 } 204 }
226 205
227 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
228 { 207 {
229 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
230 return 0; 209 return 0;
231 } 210 }
211
232 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
233 213
234 if (depl) 214 if (depl)
235 { 215 {
236 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
237 if (depl->stats.stat (i)) 217 if (depl->stats.stat (i))
238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
239 219
240 depl->destroy (); 220 depl->destroy ();
241 op->update_stats (); 221 op->update_stats ();
242 } 222 }
243 else 223 else
244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
245 225
246 decrease_ob (tmp); 226 tmp->decrease ();
247 return 1; 227 return 1;
248 } 228 }
249 229
250 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
251 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
252 { 232 {
253 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
254 { 234 {
255 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
256 { 236 {
257 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
258 { 238 {
259 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
260 break; 240 break;
261 } 241 }
242
262 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
263 { 244 {
264 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
265 break; 246 break;
266 } 247 }
248
267 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
268 { 250 {
269 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
270 break; 252 break;
271 } 253 }
275 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
276 { 258 {
277 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
278 break; 260 break;
279 } 261 }
262
280 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
281 { 264 {
282 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
283 break; 266 break;
284 } 267 }
268
285 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
286 { 270 {
287 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
288 break; 272 break;
289 } 273 }
290 } 274 }
291 } 275 }
292 276
293 /* Just makes checking easier */ 277 /* Just makes checking easier */
294 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
295 got_one = 1; 279 got_one = 1;
296 280
297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
298 { 282 {
299 if (got_one) 283 if (got_one)
300 { 284 {
301 op->update_stats (); 285 op->update_stats ();
302 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 "
303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
305 } 289 }
306 else 290 else
307 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.");
308 } 292 }
309 else 293 else
310 { /* cursed potion */ 294 { /* cursed potion */
311 if (got_one) 295 if (got_one)
312 { 296 {
313 op->update_stats (); 297 op->update_stats ();
314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
315 } 299 }
316 else 300 else
317 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);
318 } 302 }
319 303
320 decrease_ob (tmp); 304 tmp->decrease ();
321 return 1; 305 return 1;
322 } 306 }
323 307
324 308
325 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
329 */ 313 */
330 if (tmp->inv) 314 if (tmp->inv)
331 { 315 {
332 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
333 { 317 {
334 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
335 319 create_exploding_ball_at (op, op->level);
336 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
337 /* Explodes a fireball centered at player */
338 fball = get_archetype (EXPLODING_FIREBALL);
339 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
340 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
341 fball->x = op->x;
342 fball->y = op->y;
343 insert_ob_in_map (fball, op->map, NULL, 0);
344 } 320 }
345 else 321 else
346 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
347 323
348 decrease_ob (tmp); 324 tmp->decrease ();
325
349 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
350 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
351 op->update_stats (); 328 op->update_stats ();
329
352 return 1; 330 return 1;
353 } 331 }
354 332
355 /* Deal with protection potions */ 333 /* Deal with protection potions */
356 force = NULL; 334 force = NULL;
358 { 336 {
359 if (tmp->resist[i]) 337 if (tmp->resist[i])
360 { 338 {
361 if (!force) 339 if (!force)
362 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
363 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
364 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
365 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 */
366 } 345 }
367 } 346 }
347
368 /* This is a protection potion */ 348 /* This is a protection potion */
369 if (force) 349 if (force)
370 { 350 {
371 /* cursed items last longer */ 351 /* cursed items last longer */
372 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
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;
426 423
427 op = op->below; 424 for (op = op->below; op; op = op->below)
428 while (op != NULL) 425 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 428 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 429
445 return count; 430 return count;
446} 431}
447 432
448/** 433/**
450 * op is typically the player, which is only 435 * op is typically the player, which is only
451 * really used to determine what space to look at. 436 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
453 */ 438 */
454static void 439static void
455eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 441{
457 object *prev; 442 object *prev;
458 443
459 prev = op; 444 prev = op;
460 op = op->below; 445 op = op->below;
461 446
462 while (op != NULL) 447 while (op)
463 { 448 {
464 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
465 { 450 {
466 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
467 { 452 {
468 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
469 return; 454 return;
470 } 455 }
471 else 456 else
472 { 457 {
473 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
474 nrof -= op->nrof; 459 nrof -= op->nrof;
475 } 460 }
461
476 op = prev; 462 op = prev;
477 } 463 }
464
478 prev = op; 465 prev = op;
479 op = op->below; 466 op = op->below;
480 } 467 }
481} 468}
482 469
483/** 470/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * 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.
537 * 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.
538 */ 473 */
539static int 474static int
540check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
541{ 476{
542 int count = 0; 477 int count = 0;
543 478
544 if (improver->slaying != NULL) 479 if (improver->slaying)
545 { 480 {
546 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
547 if (count < 1) 482 if (count < 1)
548 { 483 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 485 return 0;
554 } 486 }
555 } 487 }
556 else 488 else
557 count = 1; 489 count = 1;
560} 492}
561 493
562/** 494/**
563 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
564 */ 496 */
565int 497static int
566improve_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)
567{ 499{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 500 stat += sacrifice_count;
571 weapon->last_eat++; 501 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
573 decrease_ob (improver);
574 503
575 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
576 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
577 return 1; 513 return 1;
578} 514}
579 515
580/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 521#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 523#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 526#define IMPROVE_INT 10
591#define IMPROVE_POW 11 527#define IMPROVE_POW 11
592
593 528
594/** 529/**
595 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
597 */ 532 */
598 533static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
601{ 535{
602 int sacrifice_count, i; 536 int sacrifice_count, i;
603 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
604 538
605 if (weapon->level != 0) 539 if (weapon->level != 0)
606 { 540 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
608 return 0; 542 return 0;
609 } 543 }
544
610 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 546 if (weapon->resist[i])
612 break; 547 break;
613 548
614 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
621 { 556 {
622 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.>");
623 return 0; 560 return 0;
624 } 561 }
562
625 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
627 return 0; 565 return 0;
566
628 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
631 569
632 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 ));
633 575
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 579 slot at once! */
638 decrease_ob (improver); 580 improver->decrease ();
639 weapon->last_eat = 0; 581 weapon->last_eat = 0;
640 return 1; 582 return 1;
641} 583}
642
643 584
644/** 585/**
645 * 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.
646 * This is the new improve weapon code. 587 * This is the new improve weapon code.
647 * 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.
650 * 591 *
651 * 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
652 * 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 ??
653 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
654 */ 595 */
655int 596static int
656improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
657{ 598{
658 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
659 600
660 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
663 } 603
664 if (weapon->level == 0) 604 if (weapon->level == 0)
665 { 605 {
666 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.>");
667 return 0; 609 return 0;
668 } 610 }
669 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
670 { 614 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 616 return 0;
673 } 617 }
674 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))
675 { 621 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
677 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 "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
679 return 0; 625 return 0;
680 } 626 }
627
681 /* 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
682 * 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,
683 * 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
684 * weapon can be improved. 631 * weapon can be improved.
685 */ 632 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 634 {
688 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
690 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));
691 weapon->last_eat++; 638 weapon->last_eat++;
692 639
693 weapon->item_power++; 640 weapon->item_power++;
694 decrease_ob (improver); 641 improver->decrease ();
695 return 1; 642 return 1;
696 } 643 }
644
697 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 646 {
699 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 649 if (weapon->weight < 1)
702 weapon->weight = 1; 650 weapon->weight = 1;
651
703 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));
704 weapon->last_eat++; 653 weapon->last_eat++;
705 weapon->item_power++; 654 weapon->item_power++;
706 decrease_ob (improver); 655 improver->decrease ();
707 return 1; 656 return 1;
708 } 657 }
658
709 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 660 {
711 weapon->magic++; 661 weapon->magic++;
712 weapon->last_eat++; 662 weapon->last_eat++;
713 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));
714 decrease_ob (improver); 664 improver->decrease ();
715 weapon->item_power++; 665 weapon->item_power++;
716 return 1; 666 return 1;
717 } 667 }
718 668
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
725 675
726 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
728 { 678 {
729 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));
730 return 0; 680 return 0;
731 } 681 }
682
732 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 684 weapon->item_power++;
734 685
735 switch (improver->stats.sp) 686 switch (improver->stats.sp)
736 { 687 {
737 case IMPROVE_STR:
738 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");
739 case IMPROVE_DEX:
740 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");
741 case IMPROVE_CON:
742 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");
743 case IMPROVE_WIS:
744 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");
745 case IMPROVE_CHA:
746 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");
747 case IMPROVE_INT:
748 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");
749 case IMPROVE_POW:
750 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");
751 default: 695 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
753 } 697 }
698
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 700 return 0;
756} 701}
757 702
758/** 703/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * 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, ...),
761 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
762 */ 707 */
763int 708static int
764check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
765{ 710{
766 object *otmp; 711 object *otmp;
767 712
768 if (op->type != PLAYER) 713 if (op->type != PLAYER)
769 return 0; 714 return 0;
770 715
771 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))
772 { 717 {
773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
774 return 0; 719 return 0;
775 } 720 }
776 721
777 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
778 if (!otmp) 724 if (!otmp)
779 { 725 {
780 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.>");
781 return 0; 727 return 0;
782 } 728 }
783 729
784 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
785 { 731 {
786 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!");
787 return 0; 733 return 0;
788 } 734 }
789 735
790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 736 op->statusmsg ("Applied weapon builder.");
737
791 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
792 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
793 return 1; 740 return 1;
794} 741}
795 742
813 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
814 * the users level or 90) 761 * the users level or 90)
815 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
816 * changing of physical area right now. 763 * changing of physical area right now.
817 */ 764 */
818int 765static int
819improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
820{ 767{
821 object *tmp; 768 object *tmp;
822 769
823 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
824 { 771 {
825 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!");
826 return 0; 773 return 0;
827 } 774 }
775
828 /* 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,
829 * 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.
830 * 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
831 * of gnarg and what not?) 779 * of gnarg and what not?)
832 */ 780 */
833 if (armour->title) 781 if (armour->title)
834 { 782 {
835 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
836 return 0; 784 return 0;
837 } 785 }
838 786
839 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
840 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
841 */ 789 */
842 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
843 tmp = get_split_ob (armour, armour->nrof - 1);
844 else
845 tmp = NULL;
846 791
847 armour->magic++; 792 armour->magic++;
848 793
849 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
850 { 795 {
855 { 800 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 802 pow++;
858 } 803 }
859 804
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 806 }
862 else 807 else
863 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;
864 809
865 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
866 { 811 {
867 int base = 100; 812 int base = 100;
868 int pow = 0; 813 int pow = 0;
871 { 816 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 818 pow++;
874 } 819 }
875 820
876 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
877 } 822 }
878 else 823 else
879 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;
880 825
881 if (armour->weight <= 0) 826 if (armour->weight <= 0)
882 { 827 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 829 armour->weight = 1;
885 } 830 }
886 831
887 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);
888 833
889 if (op->type == PLAYER) 834 if (op->type == PLAYER)
890 { 835 {
891 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
893 op->update_stats (); 839 op->update_stats ();
894 } 840 }
895 decrease_ob (improver); 841
842 improver->decrease ();
843
896 if (tmp) 844 if (tmp)
897 { 845 op->insert (tmp);
898 insert_ob_in_ob (tmp, op); 846
899 esrv_send_item (op, tmp);
900 }
901 return 1; 847 return 1;
902} 848}
903
904 849
905/* 850/*
906 * 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
907 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
908 */ 853 *
909#define CONV_FROM(xyz) xyz->slaying
910#define CONV_TO(xyz) xyz->other_arch
911#define CONV_NR(xyz) xyz->stats.sp
912#define CONV_NEED(xyz) xyz->stats.food
913
914/* Takes one items and makes another. 854 * Takes one type of items and makes another.
915 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
916 * 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
917 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
918 */ 858 */
919int 859int
920convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
921{ 861{
922 int nr = 0; 862 sint64 nr = 0, price_in;
923 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;
924 871
925 /* 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,
926 * 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
927 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
928 */ 875 */
929 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
930 { 877 {
931 int cost;
932
933 if (item->type != MONEY) 878 if (item->type != MONEY)
934 return 0; 879 return 0;
935 880
936 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
937 if (!nr) 882 if (!nr)
938 return 0; 883 return 0;
939 cost = nr * CONV_NEED (converter) / item->value; 884
940 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
941 if (nr * CONV_NEED (converter) % item->value) 886
942 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
943 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
944 890
945 price_in = cost * item->value; 891 price_in = cost * item->value;
946 } 892 }
947 else 893 else
948 { 894 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
951 return 0; 898 return 0;
952 899
953 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
954 { 903 {
955 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
956 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
957 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
958 } 907 }
959 else 908 else
960 { 909 {
961 price_in = item->value; 910 price_in = item->value;
962 item->destroy (); 911 item->destroy ();
963 } 912 }
964 } 913 }
965 914
966 if (converter->inv != NULL) 915 if (converter->inv)
967 { 916 {
968 object *ob; 917 object *ob;
969 int i; 918 int i;
970 object *ob_to_copy; 919 object *ob_to_copy;
971 920
972 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
973 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
974 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++)
975 {
976 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
977 {
978 ob_to_copy = ob; 925 ob_to_copy = ob;
979 } 926
980 } 927 item = ob_to_copy->deep_clone ();
981 item = object_create_clone (ob_to_copy);
982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
983 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
984 } 930 }
985 else 931 else
986 { 932 {
987 if (converter->other_arch == NULL) 933 if (!conv_to)
988 { 934 {
989 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",
990 &converter->name, &converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
991 return -1; 937 return -1;
992 } 938 }
993 939
994 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
996 } 942 }
997 943
998 if (CONV_NR (converter)) 944 if (give)
999 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
1000 if (nr) 947 if (nr)
1001 item->nrof *= nr; 948 item->nrof *= nr;
1002 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
1003 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 }
1004 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1005 { 962 {
1006 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",
1007 &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);
1008
1009 /** 965 /**
1010 * 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
1011 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1012 */ 968 */
1013 } 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
1014 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);
1015 return 1; 977 return 1;
1016} 978}
1017 979
1018/** 980/**
1019 * Handle apply on containers. 981 * Handle apply on containers.
1020 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1021 * 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]
1022 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1023 */ 985 */
1024int 986static int
1025apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1026{ 988{
1027 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1028 return 0; /* This might change */ 990 return 0; /* This might change */
1029 991
1035 997
1036 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1037 999
1038 if (sack->env && sack->env != op) 1000 if (sack->env && sack->env != op)
1039 { 1001 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1041 return 1; 1003 return 1;
1042 } 1004 }
1043 1005
1044 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1046 { 1008 {
1047 if (op->container == sack) 1009 if (op->container_ () == sack)
1048 { 1010 {
1049 // open on ground or inv, so close 1011 // open on ground or inv, so close
1050 op->close_container (); 1012 op->close_container ();
1051 return 1; 1013 return 1;
1052 } 1014 }
1053 else if (!sack->env) 1015 else if (!sack->env)
1054 { 1016 {
1055 // active, but not ours: some other player has opened it 1017 // active, but not ours: some other player has opened it
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1057 return 1; 1019 return 1;
1058 } 1020 }
1059 1021
1060 // fall through to opening it (active in inv) 1022 // fall through to opening it (active in inv)
1061 } 1023 }
1063 { 1025 {
1064 // it is in our env, so activate it, do not open yet 1026 // it is in our env, so activate it, do not open yet
1065 op->close_container (); 1027 op->close_container ();
1066 sack->flag [FLAG_APPLIED] = 1; 1028 sack->flag [FLAG_APPLIED] = 1;
1067 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1069 return 1; 1031 return 1;
1070 } 1032 }
1071 1033
1072 // it's locked? 1034 // it's locked?
1073 if (sack->slaying) 1035 if (sack->slaying)
1074 { 1036 {
1075 if (object *tmp = find_key (op, op, sack)) 1037 if (object *tmp = find_key (op, op, sack))
1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1077 else 1039 else
1078 { 1040 {
1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1080 return 1; 1042 return 1;
1081 } 1043 }
1082 } 1044 }
1083 1045
1084 op->open_container (sack); 1046 op->open_container (sack);
1095{ 1057{
1096 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1097 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1098 return 0; 1060 return 0;
1099 1061
1100 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1101 { 1063 {
1102 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1103 * 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
1104 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1105 */ 1067 */
1106 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1107 { 1069 {
1108 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));
1109 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1110 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1111 * old maps. 1073 * old maps.
1112 */ 1074 */
1113 1075
1114/* push_button (altar);*/ 1076/* push_button (altar);*/
1115 } 1077 }
1116 else 1078 else
1117 { 1079 {
1118 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1119 push_button (altar); 1081 push_button (altar, originator);
1120 } 1082 }
1121 1083
1122 return !sacrifice; 1084 return !sacrifice;
1123 } 1085 }
1124 else 1086 else
1139 double opinion; 1101 double opinion;
1140 object *tmp, *next; 1102 object *tmp, *next;
1141 1103
1142 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1143 1105
1144 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 ())
1145 { 1118 {
1146 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1147 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1148 * the shop. 1121 * the shop.
1149 */ 1122 */
1153 1126
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 { 1128 {
1156 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);
1157 1130
1131 if (i >= 0)
1158 tmp->remove (); 1132 tmp->move (i);
1159
1160 if (i == -1)
1161 i = 0;
1162
1163 tmp->map = op->map;
1164 tmp->x = op->x + freearr_x[i];
1165 tmp->y = op->y + freearr_y[i];
1166 insert_ob_in_map (tmp, op->map, op, 0);
1167 } 1133 }
1168 } 1134 }
1169 1135
1170 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1171 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1174 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1175 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1176 */ 1142 */
1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1178 { 1144 {
1179
1180 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1181 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);
1182 1147
1183 if (i != -1) 1148 if (i != -1)
1184 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);
1185 1150
1186 return 0; 1151 return 0;
1187 } 1152 }
1153
1188 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1190 */ 1156 */
1191 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1192 } 1158 }
1193 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1194 { 1160 {
1195 /* this is only used for players */ 1161 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1197 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
1198 if (shop_mat->msg) 1171 if (shop_mat->msg)
1199 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1200 /* 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,
1201 * 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
1202 * actually the shop floor. 1175 * actually the shop floor.
1203 */ 1176 */
1204 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1205 { 1178 {
1206 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1207 1180
1208 if (opinion > 0.9) 1181 op->statusmsg (
1209 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."
1210 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1212 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1213 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1214 else 1186 );
1215 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1216 } 1187 }
1217 } 1188 }
1218 else 1189 else
1219 { 1190 {
1220 /* 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
1221 * 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
1222 * they are not on the mat anymore 1193 * they are not on the mat anymore
1223 */ 1194 */
1224 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);
1225 1196
1226 if (i == -1) 1197 if (i == -1)
1227 {
1228 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1229 }
1230 else 1199 else
1231 { 1200 {
1232 op->remove (); 1201 op->remove ();
1233 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1234 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1244 * Handles applying a sign. 1213 * Handles applying a sign.
1245 */ 1214 */
1246static void 1215static void
1247apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1248{ 1217{
1249 readable_message_type *msgType; 1218 if (!op->is_player())
1250 char newbuf[HUGE_BUF]; 1219 return;
1251 1220
1252 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1253 { 1222 {
1254 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));
1255 return; 1224 return;
1256 } 1225 }
1257 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
1258 if (sign->stats.food) 1236 if (sign->stats.food)
1259 { 1237 {
1260 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1261 { 1239 {
1262 if (!sign->move_on) 1240 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1264 return; 1243 return;
1265 } 1244 }
1266 1245
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1247 sign->last_eat++;
1273 * 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
1274 * to us). 1253 * to us).
1275 */ 1254 */
1276 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)
1277 { 1256 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1279 return; 1258 return;
1280 } 1259 }
1281 msgType = get_readable_message_type (sign); 1260
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1283 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);
1284} 1303}
1285 1304
1286/** 1305/**
1287 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1302 return; 1321 return;
1303 1322
1304 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1305 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1306 */ 1325 */
1307 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1308 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1309 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1310 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1311 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1312 */ 1331 */
1313 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1314 { 1333 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[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);
1317 return; 1336 return;
1318 } 1337 }
1338
1319 recursion_depth++; 1339 recursion_depth++;
1320 if (trap->head) 1340 if (trap->head)
1321 trap = trap->head; 1341 trap = trap->head;
1322 1342
1323 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)))
1324 goto leave;
1325
1326 switch (trap->type) 1344 switch (trap->type)
1327 { 1345 {
1328 case PLAYERMOVER: 1346 case PLAYERMOVER:
1329 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:
1330 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1331 if (!trap->stats.maxsp) 1420 if (!trap->value)
1332 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1333 1423
1334 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1335 * 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
1336 */ 1439 */
1337 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1338 1441
1339 /* 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)
1340 * above with some objects have zero speed, and thus the player 1443 {
1341 * 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 }
1342 */ 1453 }
1343 if (victim->speed_left < -50.f) 1454 break;
1344 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1455 }
1347 goto leave;
1348 1456
1349 case SPINNER: 1457 case CONVERTER:
1350 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1351 {
1352 victim->direction = absdir (victim->direction - trap->stats.sp);
1353 update_turn_face (victim);
1354 }
1355 goto leave;
1356
1357 case DIRECTOR:
1358 if (victim->direction && !should_director_abort (trap, victim))
1359 {
1360 victim->direction = trap->stats.sp;
1361 update_turn_face (victim);
1362 }
1363 goto leave;
1364
1365 case BUTTON:
1366 case PEDESTAL:
1367 update_button (trap);
1368 goto leave;
1369
1370 case ALTAR:
1371 /* sacrifice victim on trap */
1372 apply_altar (trap, victim, originator);
1373 goto leave;
1374
1375 case THROWN_OBJ:
1376 if (trap->inv == NULL)
1377 goto leave;
1378 /* fallthrough */
1379
1380 case ARROW:
1381 /* bad bug: monster throw a object, make a step forwards, step on object ,
1382 * trigger this here and get hit by own missile - and will be own enemy.
1383 * Victim then is his own enemy and will start to kill herself (this is
1384 * removed) but we have not synced victim and his missile. To avoid senseless
1385 * action, we avoid hits here
1386 */
1387 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1388 hit_with_arrow (trap, victim);
1389 goto leave;
1390
1391 case SPELL_EFFECT:
1392 apply_spell_effect (trap, victim);
1393 goto leave;
1394
1395 case TRAPDOOR:
1396 {
1397 int max, sound_was_played;
1398 object *ab, *ab_next;
1399
1400 if (!trap->value)
1401 { 1459 {
1402 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1403 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1404 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1405 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1406 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1407
1408 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1409 goto leave;
1410
1411 SET_ANIMATION (trap, trap->value);
1412 update_object (trap, UP_OBJ_FACE);
1413 } 1462 }
1414 1463
1415 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))
1416 { 1486 {
1417 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1418 * ab->above would be bogus 1488 * players output.
1419 */ 1489 */
1420 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1421 1492
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1423 { 1494 victim->enter_exit (trap);
1424 if (!sound_was_played)
1425 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1427 sound_was_played = 1;
1428 }
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 }
1432 } 1495 }
1433 goto leave; 1496 break;
1434 }
1435 1497
1436
1437 case CONVERTER:
1438 if (convert_item (victim, trap) < 0)
1439 {
1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1441 get_archetype ("burnout")->insert_at (trap, trap);
1442 }
1443
1444 goto leave;
1445
1446 case TRIGGER_BUTTON:
1447 case TRIGGER_PEDESTAL:
1448 case TRIGGER_ALTAR:
1449 check_trigger (trap, victim);
1450 goto leave;
1451
1452 case DEEP_SWAMP:
1453 walk_on_deep_swamp (trap, victim);
1454 goto leave;
1455
1456 case CHECK_INV:
1457 check_inv (victim, trap);
1458 goto leave;
1459
1460 case HOLE:
1461 /* Hole not open? */
1462 if (trap->stats.wc > 0)
1463 goto leave;
1464
1465 /* Is this a multipart monster and not the head? If so, return.
1466 * Processing will happen if the head runs into the pit
1467 */
1468 if (victim->head)
1469 goto leave;
1470
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave;
1475
1476 case EXIT:
1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1478 {
1479 /* Basically, don't show exits leading to random maps the
1480 * players output.
1481 */
1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1485 victim->enter_exit (trap);
1486 }
1487 goto leave;
1488
1489 case ENCOUNTER: 1498 case ENCOUNTER:
1490 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1491 goto leave; 1500 break;
1492 1501
1493 case SHOP_MAT: 1502 case SHOP_MAT:
1494 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1495 goto leave; 1504 break;
1496 1505
1497 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1498 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1499 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1500 goto leave; 1509 break;
1501 1510
1502 case SIGN: 1511 case SIGN:
1503 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1504 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1505 1514
1506 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1507 goto leave; 1516 break;
1508 1517
1509 case CONTAINER: 1518 case CONTAINER:
1510 apply_container (victim, trap); 1519 apply_container (victim, trap);
1511 goto leave; 1520 break;
1512 1521
1513 case RUNE: 1522 case RUNE:
1514 case TRAP: 1523 case TRAP:
1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1516 {
1517 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1518 } 1526 break;
1519 goto leave;
1520 1527
1521 default: 1528 default:
1522 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 "
1523 "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);
1524 goto leave; 1531 break;
1525 } 1532 }
1526 1533
1527leave:
1528 recursion_depth--; 1534 recursion_depth--;
1529} 1535}
1530 1536
1531/** 1537/**
1532 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1537 int lev_diff; 1543 int lev_diff;
1538 object *skill_ob; 1544 object *skill_ob;
1539 1545
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1547 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1543 return; 1549 return;
1544 } 1550 }
1551
1545 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1546 { 1553 {
1547 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));
1548 return; 1555 return;
1549 } 1556 }
1550 1557
1551 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1560 if (!skill_ob)
1554 { 1561 {
1555 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));
1556 return; 1563 return;
1557 } 1564 }
1565
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1568 {
1561 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1562 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."
1563 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1564 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."
1565 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1567 else if (lev_diff < 8)
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1569 else if (lev_diff < 15)
1570 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1571 else
1572 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1573 return; 1575 return;
1574 } 1576 }
1575 1577
1578 // we currently don't use the message types for anything.
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1577 1580
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1579 msgType->message_type, msgType->message_subtype, 1582
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1583 if (player *pl = op->contr)
1581 long_desc (tmp, op), &tmp->msg); 1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1582 1586
1583 /* gain xp from reading */ 1587 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1589 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1589 { 1593 {
1590 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1591 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592 1596
1593 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1594 if (tmp->env)
1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1596 else
1597 op->contr->ns->floorbox_update ();
1598 } 1599 }
1599 1600
1600 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1601 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 */
1602 } 1603 }
1603} 1604}
1604 1605
1605/** 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/**
1606 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1607 * 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
1608 */ 1662 */
1609static void 1663static void
1610apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1611{ 1665{
1612 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1613 { 1667 {
1614 case 0: 1668 case 0:
1615 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1616 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)));
1617 return; 1671 break;
1618 1672
1619 case 1: 1673 case 1:
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1621 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));
1622 return; 1677 break;
1623 1678
1624 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1625 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)));
1626 decrease_ob (tmp);
1627 return; 1683 break;
1628 } 1684 }
1629} 1685}
1630 1686
1631/** 1687/**
1632 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1652 return; 1708 return;
1653 } 1709 }
1654 return; 1710 return;
1655 } 1711 }
1656 1712
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1658 tmp = spell->clone (); 1715 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1660 1717
1661 if (special_prayer) 1718 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1681 { 1738 {
1682 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1683 return; 1740 return;
1684 } 1741 }
1685 1742
1686 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));
1687 player_unready_range_ob (op->contr, spob);
1688 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1689 spob->destroy (); 1745 spob->destroy ();
1690} 1746}
1691 1747
1692/** 1748/**
1699{ 1755{
1700 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1701 1757
1702 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1703 { 1759 {
1704 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1705 return; 1761 return;
1706 } 1762 }
1707 1763
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1766 * legacy spellbooks
1711 */ 1767 */
1712
1713 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1714 { 1769 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1716 if (!spell) 1772 if (!spell)
1717 { 1773 {
1718 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));
1719 return; 1775 return;
1720 } 1776 }
1721 else 1777 else
1722 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1723 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1724 } 1781 }
1725 1782
1726 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1727 1784
1728 /* 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
1729 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1787 if (!skop)
1731 { 1788 {
1732 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));
1733 return; 1790 return;
1734 } 1791 }
1735 1792
1736 spell = tmp->inv; 1793 spell = tmp->inv;
1737 1794
1738 if (!spell) 1795 if (!spell)
1739 { 1796 {
1740 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);
1741 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!");
1742 return; 1799 return;
1743 } 1800 }
1744 1801
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1746 { 1804 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1748 return; 1807 return;
1749 } 1808 }
1750 1809
1751 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.", ordinal (spell->level), &spell->name));
1752 1811
1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1754 {
1755 identify (tmp); 1813 identify (tmp);
1756
1757 if (tmp->env)
1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1759 else
1760 op->contr->ns->floorbox_update ();
1761 }
1762 1814
1763 /* 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
1764 * 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
1765 * 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
1766 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1767 */ 1819 */
1768 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1769 { 1821 {
1770 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");
1771 return; 1823 return;
1772 } 1824 }
1773 1825
1774 if (spell->skill) 1826 if (spell->skill)
1775 { 1827 {
1776 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1777 1829
1778 if (!spell_skill) 1830 if (!spell_skill)
1779 { 1831 {
1780 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));
1781 return; 1833 return;
1782 } 1834 }
1783 1835
1784 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1785 { 1837 {
1786 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));
1787 return; 1839 return;
1788 } 1840 }
1789 } 1841 }
1790 1842
1791 /* Logic as follows 1843 /* Logic as follows
1800 * 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
1801 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1802 */ 1854 */
1803 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1804 { 1856 {
1805 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!");
1806 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));
1807 } 1859 }
1808 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1809 (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])
1810 { 1862 {
1811 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1812 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1813 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1814 1865
1815 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 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);
1818 } 1869 }
1819 else 1870 else
1820 { 1871 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1822 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");
1823 } 1874 }
1824 1875
1825 decrease_ob (tmp); 1876 tmp->decrease ();
1826} 1877}
1827 1878
1828/** 1879/**
1829 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1830 */ 1881 */
1833{ 1884{
1834 object *skop; 1885 object *skop;
1835 1886
1836 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1837 { 1888 {
1838 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1839 return; 1890 return;
1840 } 1891 }
1841 1892
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1894 {
1844 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.>");
1845 return; 1896 return;
1846 } 1897 }
1847 1898
1848 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1849 { 1900 {
1855 */ 1906 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1908
1858 if (!skop) 1909 if (!skop)
1859 { 1910 {
1860 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]));
1861 return; 1912 return;
1862 } 1913 }
1863 1914
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1866 } 1917 }
1867 1918
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1920 identify (tmp);
1870 1921
1871 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));
1872 1923
1873 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1874 decrease_ob (tmp); 1925 tmp->decrease ();
1875} 1926}
1876 1927
1877/** 1928/**
1878 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1879 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1880 * chest. 1931 * chest.
1881 */ 1932 */
1882static void 1933static void
1883apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1884{ 1935{
1885 /* 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
1886 * 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
1887 * 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
1888 * 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
1889 * treasure 1940 * treasure
1890 */ 1941 */
1891 object *treas = tmp->inv; 1942 object *treas = tmp->inv;
1892 1943
1893 if (!treas) 1944 if (!treas)
1894 { 1945 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1947 tmp->decrease ();
1897 return; 1948 return;
1898 } 1949 }
1899 1950
1900 while (tmp->inv) 1951 while (tmp->inv)
1901 { 1952 {
1902 treas = tmp->inv; 1953 treas = tmp->inv;
1903
1904 treas->remove (); 1954 treas->remove ();
1905 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1906 1955
1907 treas->x = op->x; 1956 treas->x = op->x;
1908 treas->y = op->y; 1957 treas->y = op->y;
1909 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);
1910 1959
1911 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))
1912 spring_trap (treas, op); 1961 spring_trap (treas, op);
1913 1962
1914 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1915 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1916 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1917 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1918 */ 1967 */
1919 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1920 break; 1969 break;
1921 } 1970 }
1922 1971
1923 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1924 decrease_ob (tmp); 1973 tmp->decrease (true);
1925
1926}
1927
1928/**
1929 * op eats food.
1930 * If player, takes care of messages and dragon special food.
1931 */
1932static void
1933apply_food (object *op, object *tmp)
1934{
1935 int capacity_remaining;
1936
1937 if (op->type != PLAYER)
1938 op->stats.hp = op->stats.maxhp;
1939 else
1940 {
1941 /* check if this is a dragon (player), eating some flesh */
1942 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1943 ;
1944 else
1945 {
1946 /* usual case - no dragon meal: */
1947 if (op->stats.food + tmp->stats.food > 999)
1948 {
1949 if (tmp->type == FOOD || tmp->type == FLESH)
1950 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1951 else
1952 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1953 }
1954
1955 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1956 {
1957 char buf[MAX_BUF];
1958
1959 if (!is_dragon_pl (op))
1960 {
1961 /* eating message for normal players */
1962 if (tmp->type == DRINK)
1963 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1964 else
1965 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1966 }
1967 else
1968 {
1969 /* eating message for dragon players */
1970 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1971 }
1972
1973 new_draw_info (NDI_UNIQUE, 0, op, buf);
1974 capacity_remaining = 999 - op->stats.food;
1975 op->stats.food += tmp->stats.food;
1976 if (capacity_remaining < tmp->stats.food)
1977 op->stats.hp += capacity_remaining / 50;
1978 else
1979 op->stats.hp += tmp->stats.food / 50;
1980 if (op->stats.hp > op->stats.maxhp)
1981 op->stats.hp = op->stats.maxhp;
1982 if (op->stats.food > 999)
1983 op->stats.food = 999;
1984 }
1985
1986 /* special food hack -b.t. */
1987 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1988 eat_special_food (op, tmp);
1989 }
1990 }
1991 handle_apply_yield (tmp);
1992 decrease_ob (tmp);
1993} 1974}
1994 1975
1995/** 1976/**
1996 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
1997 * 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.
2000 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2001 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2002 * return: 1983 * return:
2003 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2004 */ 1985 */
2005int 1986static int
2006dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2007{ 1988{
2008 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2009 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2010 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2011 1992
2012 char buf[MAX_BUF]; /* tmp. string buffer */
2013 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2014 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2015 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2016 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2017 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2018 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2019 int i; /* index */ 1999 int i; /* index */
2020 2000
2021 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2022 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2023 return 0; 2003 return 0;
2024 2004
2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2026 from the player's inventory */ 2006 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2030 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2031 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2032 if (tmp->arch->name == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2033 skin = tmp; 2010 skin = tmp;
2034 else if (tmp->arch->name == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2035 abil = tmp; 2012 abil = tmp;
2036 2013
2037 /* 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
2038 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2039 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2040 return 0; 2017 return 0;
2041 2018
2042 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2043 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2044 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2045 else 2022 else
2046 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2047 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2048 op->stats.hp = op->stats.maxhp;
2049
2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2051 2027
2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2053 2029
2054 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2055 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2065 2041
2066 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2067 flesh is too rare */ 2043 flesh is too rare */
2068 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2069 2045
2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2071 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2072 2048
2073 if (chance >= 0.) 2049 if (chance >= 0.)
2074 chance += 1.; 2050 chance += 1.;
2075 else 2051 else
2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2077 2053
2078 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2080 2056
2081 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2082 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2083 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2084 2060
2085 /* 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!) */
2086 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2087 { 2063 {
2088 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2089 winners++; 2065 winners++;
2090 } 2066 }
2091 2067
2096 } 2072 }
2097 } 2073 }
2098 2074
2099 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2100 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2101 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2102 if (totalchance > 50.) 2080 if (totalchance > 50.)
2103 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2104 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2105 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2106 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2107 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2108 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2109 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2110 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2111 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2112 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))
2113 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2114 else 2092 else
2115 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2116 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2117 2096
2118 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2119 i = -1; 2098 i = -1;
2120 if (winners > 0) 2099 if (winners > 0)
2121 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2122 2101
2123 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2124 { 2103 {
2125 /* resistance increased! */ 2104 /* resistance increased! */
2126 skin->resist[i]++; 2105 skin->resist[i]++;
2127 op->update_stats (); 2106 op->update_stats ();
2128 2107
2129 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]));
2130 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2131 } 2109 }
2132 2110
2133 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2134 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 */
2135 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)
2136 { 2114 {
2137 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> */
2138 2116
2139 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
2140 { 2123 ));
2141 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2142 new_draw_info (NDI_UNIQUE, 0, op, buf);
2143 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 }
2146 else 2124 else
2147 { 2125 {
2148 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]));
2149 new_draw_info (NDI_UNIQUE, 0, op, buf);
2150 abil->last_eat = 0; 2127 abil->last_eat = 0;
2151 } 2128 }
2152 } 2129 }
2130
2153 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 ();
2154} 2206}
2155 2207
2156/** 2208/**
2157 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2158 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2160static void 2212static void
2161apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2162{ 2214{
2163 object *armor; 2215 object *armor;
2164 2216
2165 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))
2166 { 2218 {
2167 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.>");
2168 return; 2220 return;
2169 } 2221 }
2170 2222
2171 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2172 2224
2173 if (!armor) 2225 if (!armor)
2174 { 2226 {
2175 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.");
2176 return; 2228 return;
2177 } 2229 }
2178 2230
2179 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2180 && armor->type != CLOAK 2232 && armor->type != CLOAK
2181 && 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)
2182 { 2234 {
2183 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2184 return; 2236 return;
2185 } 2237 }
2186 2238
2187 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2188 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2189} 2241}
2190 2242
2191extern void 2243void
2192apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2193{ 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
2194 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2195 { 2252 {
2196 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2197 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2198 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2199 } 2256 }
2257
2200 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2201 { 2259 {
2202 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);
2203 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2204 } 2262 }
2263
2205 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2206 handle_apply_yield (tmp); 2265 poison->destroy ();
2207 decrease_ob (tmp);
2208} 2266}
2209 2267
2210/** 2268/**
2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2212 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2213 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2214 * -You are
2215 * ° the owner of the exit
2216 * ° or in the same party as the owner
2217 * 2272 *
2218 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2219 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2220 * 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
2221 */ 2276 */
2222int 2277static object *
2223is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2224{ 2279{
2225 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2230 return 0; /* This is a reset town portal */
2231#endif
2232
2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2234
2235 if (exitmap)
2236 { 2281 {
2237 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2238
2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2241 if (!tmp)
2242 return 0;
2243
2244 for (; tmp; tmp = tmp->above)
2245 { 2283 {
2246 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2247 continue; /*Not an exit */
2248
2249 if (!EXIT_PATH (tmp))
2250 continue; /*Not a valid exit */
2251
2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2253 continue; /*Not in the same place */
2254
2255 if (exit->map->path != EXIT_PATH (tmp))
2256 continue; /*Not in the same map */
2257
2258 /* From here we have found the exit is valid. However we do
2259 * here the check of the exit owner. It is important for the
2260 * town portals to prevent strangers from visiting your appartments
2261 */
2262 if (!exit->race)
2263 return 1; /*No owner, free for all! */
2264
2265 object *exit_owner = 0;
2266
2267 for_all_players (pp)
2268 { 2285 {
2269 if (!pp->ob) 2286 lighter = tmp;
2270 continue;
2271
2272 if (pp->ob->name != exit->race)
2273 continue;
2274
2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2276 break; 2287 break;
2277 } 2288 }
2289 }
2278 2290
2279 if (!exit_owner) 2291 if (!lighter)
2280 return 0; /* No more owner */ 2292 {
2281 2293 who->failmsg (format (
2282 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2283 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2284 2296 &op->name));
2285 if (exit_owner && /*There is a owner */
2286 (op->contr) && /*A player tries to pass */
2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2289 return 0; 2297 return 0;
2298 }
2299 }
2290 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));
2291 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2292 } 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
2293 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2294 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)
2295 return 0; 2537 return;
2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2296} 2613}
2297 2614
2298/** 2615/**
2299 * Main apply handler. 2616 * Main apply handler.
2300 * 2617 *
2303 * Return value: 2620 * Return value:
2304 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2305 * 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
2306 * 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
2307 * 2624 *
2308 * 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
2309 * being applied. 2626 * being applied.
2310 * 2627 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2313 */ 2630 */
2314int 2631static int
2315manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2316{ 2633{
2317 if (tmp->head) 2634 op = op->head_ ();
2318 tmp = tmp->head;
2319 2635
2320 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2321 { 2637 {
2322 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2323 { 2639 {
2324 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
2325 return 1; 2642 return 1;
2326 } 2643 }
2327 else 2644 else
2328 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2329 } 2646 }
2330 2647
2331 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2332 return RESULT_INT (0); 2649 return RESULT_INT (0);
2333 2650
2334 switch (tmp->type) 2651 switch (op->type)
2335 { 2652 {
2336 case CF_HANDLE: 2653 case T_HANDLE:
2337 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2338 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2339 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2340 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2341 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2342 push_button (tmp); 2659 push_button (op, who);
2343 return 1; 2660 return 1;
2344 2661
2345 case TRIGGER: 2662 case TRIGGER:
2346 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2347 { 2664 {
2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2350 } 2667 }
2351 else 2668 else
2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2353 2670
2354 return 1; 2671 return 1;
2355 2672
2356 case EXIT: 2673 case EXIT:
2357 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2358 return 0; 2675 return 0;
2359 2676
2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2361 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)));
2362 else 2679 else
2363 { 2680 {
2364 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2367 2684
2368 op->enter_exit (tmp); 2685 who->enter_exit (op);
2369 } 2686 }
2370 2687
2371 return 1; 2688 return 1;
2372 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
2373 case SIGN: 2695 case SIGN:
2374 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2375 return 1; 2697 return 1;
2376 2698
2377 case BOOK: 2699 case BOOK:
2378 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2379 { 2701 {
2380 apply_book (op, tmp); 2702 apply_book (who, op);
2381 return 1; 2703 return 1;
2382 } 2704 }
2383 else 2705 else
2384 return 0; 2706 return 0;
2385 2707
2386 case SKILLSCROLL: 2708 case SKILLSCROLL:
2387 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2388 { 2710 {
2389 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2390 return 1; 2712 return 1;
2391 } 2713 }
2392 else 2714 else
2393 return 0; 2715 return 0;
2394 2716
2395 case SPELLBOOK: 2717 case SPELLBOOK:
2396 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2397 { 2719 {
2398 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2399 return 1; 2721 return 1;
2400 } 2722 }
2401 else 2723 else
2402 return 0; 2724 return 0;
2403 2725
2404 case SCROLL: 2726 case SCROLL:
2405 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2406 return 1; 2728 return 1;
2407 2729
2408 case POTION: 2730 case POTION:
2409 apply_potion (op, tmp); 2731 apply_potion (who, op);
2410 return 1; 2732 return 1;
2411 2733
2412 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2414 case CLOSE_CON: 2736 case CLOSE_CON:
2415 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2416 return 1; 2738 return 1;
2417 2739
2418 case CONTAINER: 2740 case CONTAINER:
2419 apply_container (op, tmp); 2741 apply_container (who, op);
2420 return 1; 2742 return 1;
2421 2743
2422 case TREASURE: 2744 case TREASURE:
2423 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2424 { 2746 {
2425 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2426 return 1; 2748 return 1;
2427 } 2749 }
2428 else 2750 else
2429 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2430 2757
2431 case WEAPON: 2758 case WEAPON:
2432 case ARMOUR: 2759 case ARMOUR:
2433 case BOOTS: 2760 case BOOTS:
2434 case GLOVES: 2761 case GLOVES:
2441 case CLOAK: 2768 case CLOAK:
2442 case WAND: 2769 case WAND:
2443 case ROD: 2770 case ROD:
2444 case HORN: 2771 case HORN:
2445 case SKILL: 2772 case SKILL:
2773 case SPELL:
2446 case BOW: 2774 case BOW:
2447 case LAMP: 2775 case RANGED:
2448 case BUILDER: 2776 case BUILDER:
2449 case SKILL_TOOL: 2777 case SKILL_TOOL:
2450 if (tmp->env != op) 2778 if (op->env != who)
2451 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)));
2452 2780 else
2453 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2454 return 1; 2783 return 1;
2455 2784
2456 case DRINK: 2785 case DRINK:
2457 case FOOD: 2786 case FOOD:
2458 case FLESH: 2787 case FLESH:
2459 apply_food (op, tmp); 2788 apply_food (who, op);
2460 return 1; 2789 return 1;
2461 2790
2462 case POISON: 2791 case POISON:
2463 apply_poison (op, tmp); 2792 apply_poison (who, op);
2464 return 1; 2793 return 1;
2465 2794
2466 case SAVEBED: 2795 case SAVEBED:
2467 return 1; 2796 return 1;
2468 2797
2469 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2470 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2471 { 2800 {
2472 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2473 return 1; 2802 return 1;
2474 } 2803 }
2475 else 2804 else
2476 return 0; 2805 return 0;
2477 2806
2478 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2479 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2480 return 1; 2809 return 1;
2481 2810
2482 case CLOCK: 2811 case CLOCK:
2483 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2484 { 2813 {
2485 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2486 timeofday_t tod; 2815 timeofday_t tod;
2487 2816
2488 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2489 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2490 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2491 ((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")
2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2494 return 1; 2824 return 1;
2495 } 2825 }
2496 else 2826 else
2497 return 0; 2827 return 0;
2498 2828
2499 case MENU: 2829 case MENU:
2500 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2501 { 2831 {
2502 shop_listing (tmp, op); 2832 shop_listing (op, who);
2503 return 1; 2833 return 1;
2504 } 2834 }
2505 else 2835 else
2506 return 0; 2836 return 0;
2507 2837
2508 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2509 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2510 return 1; 2840 return 1;
2511 2841
2512 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2513 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2514 { 2844 {
2515 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2516 return 1; 2846 return 1;
2517 } 2847 }
2518 else 2848 else
2519 return 0; 2849 return 0;
2520 2850
2521 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2522 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2523 return 1; 2853 return 1;
2524 2854
2525 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2526 return 0; 2857 return 0;
2527 } 2858 }
2528} 2859}
2529 2860
2530 2861/*
2531/* quiet suppresses the "don't know how to apply" and "you must get it first"
2532 * messages as needed by player_apply_below(). But there can still be
2533 * "but you are floating high above the ground" messages.
2534 *
2535 * Same return value as apply() function. 2862 * Same return value as apply() function.
2536 */ 2863 */
2537int 2864bool
2538player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2539{ 2866{
2540 int tmp;
2541
2542 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2543 { 2868 {
2544 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2545 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2546 { 2871 {
2547 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.>");
2548 return 0; 2875 return 0;
2549 } 2876 }
2550 } 2877 }
2551 2878
2552 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2553 2880
2554 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2555 if (!quiet)
2556 {
2557 if (tmp == 0)
2558 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2559 else if (tmp == 2)
2560 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2561 }
2562 return tmp;
2563} 2882}
2564 2883
2565/** 2884/**
2566 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2567 * 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
2578 * 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
2579 * 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
2580 * 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
2581 * not return a proper value. 2900 * not return a proper value.
2582 */ 2901 */
2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2584 { 2905 {
2585 next = tmp->below; 2906 next = tmp->below;
2586 2907
2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2588 floors++;
2589 else if (floors > 0)
2590 return; /* process only floor objects after first floor object */
2591
2592 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2593 * person moving on it, also activate. Added code to make it
2594 * so that at least one of players movement types be that which
2595 * the item needs.
2596 */ 2909 */
2597 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2598 {
2599 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2600 return; 2912 break;
2601 } 2913
2602 if (floors >= 2) 2914 break;
2603 return; /* process at most two floor objects */
2604 } 2915 }
2605} 2916}
2606 2917
2607/** 2918/**
2608 * Unapplies specified item. 2919 * Unapplies specified item.
2615{ 2926{
2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2618 return RESULT_INT (0); 2929 return RESULT_INT (0);
2619 2930
2620 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2621 2933
2622 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2623
2624 if (player *pl = who->contr)
2625 {
2626 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2627 if (op == pl->combat_ob) pl->combat_ob = 0;
2628 }
2629 2935
2630 switch (op->type) 2936 switch (op->type)
2631 { 2937 {
2632 case SKILL_TOOL: 2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2949 case WEAPON:
2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2951 change_abil (who, op);
2952 who->flag [FLAG_READY_WEAPON] = false;
2953
2633 // unapplying a skill tool should also unapply the skill it governs 2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2634 // but this is hard, as it shouldn't do so when the skill can 2955 // but this is hard, as it shouldn't do so when the skill can
2635 // be used for other reasons 2956 // be used for other reasons
2636 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2957 if (who->chosen_skill)
2637 if (tmp->skill == op->skill 2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2638 && tmp->type == SKILL
2639 && tmp->flag [FLAG_APPLIED]
2640 && !tmp->flag [FLAG_CAN_USE_SKILL])
2641 unapply_special (who, tmp, 0); 2959 unapply_special (who, op, 0);
2642 2960
2643 change_abil (who, op);
2644 break; 2961 break;
2645 2962
2963 case BOW:
2646 case WEAPON: 2964 case WAND:
2647 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2648
2649 change_abil (who, op);
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break;
2653
2654 case SKILL: 2965 case ROD:
2655 if (op != who->chosen_skill) 2966 case HORN:
2656 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2967 case RANGED:
2657
2658 if (who->contr) 2968 if (player *pl = who->contr)
2659 { 2969 {
2660 if (!op->invisible) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2661 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2971 change_abil (who, op);
2972 }
2973 else
2974 {
2975 who->change_skill (0);
2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2662 else 2979 else
2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2980 op->flag [FLAG_READY_RANGE] = false;
2664 } 2981 }
2665 2982
2666 change_abil (who, op);
2667 who->chosen_skill = 0;
2668 CLEAR_FLAG (who, FLAG_READY_SKILL);
2669 break; 2983 break;
2670 2984
2671 case ARMOUR: 2985 case ARMOUR:
2672 case HELMET: 2986 case HELMET:
2673 case SHIELD: 2987 case SHIELD:
2676 case GLOVES: 2990 case GLOVES:
2677 case AMULET: 2991 case AMULET:
2678 case GIRDLE: 2992 case GIRDLE:
2679 case BRACERS: 2993 case BRACERS:
2680 case CLOAK: 2994 case CLOAK:
2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2682 change_abil (who, op); 2996 change_abil (who, op);
2683 break; 2997 break;
2684 2998
2685 case LAMP: 2999 case SPELL:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2687 tmp2 = arch_to_object (op->other_arch);
2688 tmp2->x = op->x;
2689 tmp2->y = op->y;
2690 tmp2->map = op->map;
2691 tmp2->below = op->below;
2692 tmp2->above = op->above;
2693 tmp2->stats.food = op->stats.food;
2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2695
2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2698
2699 if (who->contr)
2700 esrv_del_item (who->contr, op->count);
2701
2702 op->destroy ();
2703 insert_ob_in_ob (tmp2, who);
2704 who->update_stats ();
2705
2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2707 {
2708 if (who->contr)
2709 {
2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2712 }
2713 }
2714
2715 if (who->contr)
2716 esrv_send_item (who, tmp2);
2717
2718 return 1; /* otherwise, an attempt to drop causes problems */
2719
2720 case BOW: 3000 case BUILDER:
2721 case WAND: 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2722 case ROD:
2723 case HORN:
2724 clear_skill (who);
2725
2726 if (who->contr)
2727 {
2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2729
2730 if (who->contr->ranged_ob == op)
2731 who->contr->ranged_ob = 0;
2732
2733 if (who->current_weapon == op)
2734 who->current_weapon = 0;
2735 }
2736 else
2737 {
2738 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 }
2743
2744 break; 3002 break;
2745 3003
2746 case BUILDER: 3004 //case SKILL_TOOL://TODO
2747 if (who->contr) 3005 default:
2748 { 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 3007 break;
2755
2756 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2758 break;
2759 } 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);
2760 3013
2761 who->update_stats (); 3014 who->update_stats ();
2762
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp = merge_ob (op, 0);
2766
2767 if (who->contr)
2768 {
2769 if (tmp)
2770 { /* it was merged */
2771 esrv_del_item (who->contr, op->count);
2772 op = tmp;
2773 }
2774
2775 esrv_send_item (who, op);
2776 }
2777 }
2778 3015
2779 return 0; 3016 return 0;
2780} 3017}
2781 3018
2782/** 3019/**
2796static object * 3033static object *
2797get_next_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2798{ 3035{
2799 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2800 if (tmp->flag [FLAG_APPLIED] 3037 if (tmp->flag [FLAG_APPLIED]
2801 && tmp->slot[loc].info 3038 && tmp->slot [loc].info
2802 && (!tmp->invisible || tmp->type == SKILL)) 3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2803 return tmp; 3040 return tmp;
2804 3041
2805 return 0; 3042 return 0;
2806} 3043}
2807 3044
2814 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
2815 * 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
2816 * 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
2817 * another function that does just that. 3054 * another function that does just that.
2818 */ 3055 */
2819int 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
2820unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2821{ 3064{
2822 if (op->is_range ()) 3065 if (op->is_range ())
2823 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2825 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)))
2826 { 3069 {
2827 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
2828 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
2829 else 3072 else
2830 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
2831 } 3074 }
2832 else 3075 else
2833 { 3076 {
2834 /* 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.
2835 * 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
2836 * at least generate the message. 3079 * at least generate the message.
2837 */ 3080 */
2838 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2839 return 1; 3082 return 1;
2840 } 3083 }
2841 3084
2842 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2843 { 3086 {
2866 3109
2867 /* 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 */
2868 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))))
2869 { 3112 {
2870 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
2871 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
2872 else 3115 else
2873 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
2874 } 3117 }
2875 else 3118 else
2876 { 3119 {
2877 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
2878 * 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,
2879 * 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
2880 * one cursed ring.) 3123 * one cursed ring.)
2881 */ 3124 */
2882 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)));
2883 } 3126 }
2884 3127
2885 last = tmp->below; 3128 last = tmp->below;
2886 } 3129 }
2887 /* 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
2946 continue; 3189 continue;
2947 } 3190 }
2948 3191
2949 object *tmp1 = get_next_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2950 if (!tmp1) 3193 if (!tmp1)
2951 {
2952#if 0
2953 /* This is sort of an error, but happens a lot when old players
2954 * join in with more stuff equipped than they are now allowed.
2955 */
2956 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2957#endif
2958 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2959 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
2960 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2961 }
2962 else 3195 else
2963 { 3196 {
2964 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2965 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2966 * to apply multiple objects 3199 * to apply multiple objects
3017 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3018 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3019 } 3252 }
3020 3253
3021 return retval; 3254 return retval;
3255}
3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3022} 3344}
3023 3345
3024/** 3346/**
3025 * 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.
3026 * 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,
3036 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3037 * 3359 *
3038 * Optional flags: 3360 * Optional flags:
3039 * 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
3040 * 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
3041 * 3364 *
3042 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3043 * 3366 *
3044 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3045 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3046int 3373int
3047apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3048{ 3375{
3049 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3050 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3051 3378
3052 if (who == NULL) 3379 if (who == NULL)
3053 { 3380 {
3054 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3065 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3066 return 0; 3393 return 0;
3067 3394
3068 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)))
3069 { 3396 {
3070 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3071 return 1; 3398 return 1;
3072 } 3399 }
3073 3400
3074 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3075 } 3402 }
3076
3077 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3078 return 0; 3404 return 0;
3079 3405
3080 // if the item is combat/ranged, wield the relevant slot first 3406 splay (op);
3081 // to resolve conflicts.
3082 if (player *pl = who->contr)
3083 switch (op->slottype ())
3084 {
3085 case slot_combat: who->change_weapon (pl->combat_ob); break;
3086 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3087 }
3088 3407
3089 /* 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 */
3090 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3091 { 3410 {
3092 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3093 { 3412 {
3094 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)));
3095 return 1; 3414 return 1;
3096 } 3415 }
3097 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3098 { 3417 {
3099 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 ));
3100 return 1; 3423 return 1;
3101 } 3424 }
3102 3425
3103 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3104 { 3427 {
3108 } 3431 }
3109 else 3432 else
3110 { 3433 {
3111 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))
3112 { 3435 {
3113 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3114 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3115 return 1; 3438 return 1;
3116 } 3439 }
3117 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))
3118 if (unapply_for_ob (who, op, aflags)) 3441 if (unapply_for_ob (who, op, aflags))
3120 } 3443 }
3121 } 3444 }
3122 3445
3123 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3124 { 3447 {
3448 // try to ready attached skill first
3125 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3126 3450
3127 if (!skop) 3451 if (!skop)
3128 { 3452 {
3129 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));
3130 return 1; 3454 return 1;
3131 } 3455 }
3132 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3133 /* While experience will be credited properly, we want to change the
3134 * skill so that the dam and wc get updated
3135 */ 3457 {
3136 who->change_skill (skop); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3137 } 3459 return 1;
3138 3460 }
3139 if (who->type == PLAYER
3140 && op->item_power
3141 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3142 { 3461 }
3143 new_draw_info (NDI_UNIQUE, 0, who, 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3144 "Equipping that combined with other items would consume your soul! " 3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3145 "[use the skills command to check your available item power]");
3146 return 1; 3466 return 1;
3147 } 3467 }
3148 3468
3149 /* 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.
3150 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3151 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3152 */ 3472 */
3153 if (op->nrof > 1) 3473
3154 tmp = get_split_ob (op, op->nrof - 1); 3474 // split away all the other items from the stack, so only one item is left
3155 else 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3156 tmp = 0;
3157 3476
3158 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)))
3159 return RESULT_INT (0); 3478 return RESULT_INT (0);
3160 3479
3161 switch (op->type) 3480 switch (op->type)
3162 { 3481 {
3163 case WEAPON: 3482 case WEAPON:
3164 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3165 {
3166 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3167 "It would consume your soul!.");
3168
3169 if (tmp)
3170 insert_ob_in_ob (tmp, who);
3171
3172 return 1;
3173 }
3174
3175 //TODO: this obviously fails for players using a shorter prefix
3176 // i.e. "R" can use Ragnarok's sword.
3177 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3178 { 3484 {
3179 /* 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. */
3180 /* (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) */
3181 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. "
3182 3488 "H<Its name indicates that it belongs to somebody else.>");
3183 if (tmp) 3489 if (tmp) who->insert (tmp);
3184 insert_ob_in_ob (tmp, who);
3185
3186 return 1; 3490 return 1;
3187 } 3491 }
3188 3492
3189 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3190 { 3496 {
3191 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3192 return 1; 3498 change_abil (who, op);
3193 } 3499 }
3194 3500 else
3195 SET_FLAG (op, FLAG_APPLIED);
3196 who->change_skill (skop); 3501 who->change_skill (skop);
3197 3502
3198 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3199 who->change_weapon (who->contr->combat_ob = op);
3200
3201 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3202 SET_FLAG (who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3205
3206 change_abil (who, op);
3207 break; 3504 break;
3208 3505
3209 case ARMOUR: 3506 case ARMOUR:
3210 case HELMET: 3507 case HELMET:
3211 case SHIELD: 3508 case SHIELD:
3215 case BRACERS: 3512 case BRACERS:
3216 case CLOAK: 3513 case CLOAK:
3217 case RING: 3514 case RING:
3218 case AMULET: 3515 case AMULET:
3219 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3220 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3221 change_abil (who, op); 3518 change_abil (who, op);
3222 break; 3519 break;
3223 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
3224 case LAMP: 3528 case SKILL:
3225 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3226 { 3530 {
3227 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);
3228 return 1; 3584 return 1;
3229 } 3585 }
3230 3586
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3587 if (player *pl = who->contr)
3232 tmp2 = arch_to_object (op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG (tmp2, FLAG_APPLIED);
3235
3236 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3237 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3238
3239 insert_ob_in_ob (tmp2, who);
3240
3241 /* Remove the old lantern */
3242 if (who->type == PLAYER)
3243 esrv_del_item (who->contr, op->count);
3244
3245 op->destroy ();
3246
3247 /* insert the portion that was split off */
3248 if (tmp)
3249 { 3588 {
3250 insert_ob_in_ob (tmp, who);
3251 if (who->type == PLAYER)
3252 esrv_send_item (who, tmp);
3253 }
3254
3255 who->update_stats ();
3256
3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3258 if (who->type == PLAYER)
3259 {
3260 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3261 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3262 }
3263
3264 if (who->type == PLAYER)
3265 esrv_send_item (who, tmp2);
3266
3267 return 0;
3268
3269 case SKILL_TOOL:
3270 // applying a skill tool also readies the skill
3271 SET_FLAG (op, FLAG_APPLIED);
3272
3273 if (!(aflags & AP_NO_READY))
3274 {
3275 skop = find_skill_by_name (who, op->skill);
3276 if (!skop->flag [FLAG_APPLIED]) 3589 op->flag [FLAG_APPLIED] = true;
3277 apply_special (who, skop, AP_APPLY); 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3591 change_abil (who, op);
3278 } 3592 }
3279 break; 3593 break;
3280 3594
3281 case SKILL: 3595 case RANGED:
3282 if (player *pl = who->contr) 3596 if (player *pl = who->contr)
3283 { 3597 {
3284 if (IS_COMBAT_SKILL (op->subtype)) 3598 op->flag [FLAG_APPLIED] = true;
3285 { 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3286 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3287 {
3288 for (object *item = who->inv; item; item = item->below)
3289 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3290 {
3291 if (item->skill == op->skill)
3292 {
3293 who->change_weapon (pl->combat_ob = item);
3294 goto found_weapon;
3295 }
3296 }
3297
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3299 return 1;
3300
3301 found_weapon:;
3302 }
3303 else
3304 who->change_weapon (pl->combat_ob = op);
3305 }
3306 else if (IS_RANGED_SKILL (op->subtype))
3307 {
3308 if (skill_flags [op->subtype] & SF_NEED_BOW)
3309 {
3310 for (object *item = who->inv; item; item = item->below)
3311 if (item->type == BOW && item->flag [FLAG_APPLIED])
3312 {
3313 //TODO: bows should/must all have skill missile weapon right now
3314 who->change_weapon (pl->ranged_ob = item);
3315 goto found_bow;
3316 }
3317
3318 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3319 return 1;
3320
3321 found_bow:;
3322 }
3323 else
3324 who->change_weapon (pl->ranged_ob = op);
3325 }
3326
3327 if (!op->invisible)
3328 {
3329 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3330 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3331 }
3332 else
3333 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3334 } 3600 }
3335 else 3601 break;
3602
3603 case SPELL:
3604 if (player *pl = who->contr)
3336 { 3605 {
3337 SET_FLAG (op, FLAG_APPLIED); 3606 op->flag [FLAG_APPLIED] = true;
3338 change_abil (who, op); 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3339 who->chosen_skill = op;
3340 SET_FLAG (who, FLAG_READY_SKILL);
3341 } 3608 }
3342
3343 break; 3609 break;
3344
3345 case BOW:
3346 if (!check_weapon_power (who, op->last_eat))
3347 {
3348 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3349 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3350
3351 if (tmp)
3352 insert_ob_in_ob (tmp, who);
3353
3354 return 1;
3355 }
3356
3357 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3358 {
3359 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3360 if (tmp)
3361 insert_ob_in_ob (tmp, who);
3362
3363 return 1;
3364 }
3365 3610
3366 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3367 case WAND: 3612 case WAND:
3368 case ROD: 3613 case ROD:
3369 case HORN: 3614 case HORN:
3370 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3371 3616
3372 if (!skop) 3617 if (!skop)
3373 { 3618 {
3374 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3375 return 1; 3621 return 1;
3376 } 3622 }
3377 3623
3378 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3379 who->change_skill (skop);
3380 3625
3381 if (who->contr) 3626 if (player *pl = who->contr)
3382 { 3627 {
3383 who->contr->ranged_ob = op; 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3384
3385 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3386 3629
3387 if (op->type == BOW) 3630 if (op->type == BOW)
3388 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3389 who->current_weapon = op; 3632
3390 change_abil (who, op); 3633 change_abil (who, op);
3391 new_draw_info_format (NDI_UNIQUE, 0, who,
3392 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3393 }
3394 } 3634 }
3395 else 3635 else
3396 { 3636 {
3637 who->change_skill (skop);
3638
3397 if (op->type == BOW) 3639 if (op->type == BOW)
3398 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3399 else 3641 else
3400 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3401 } 3643 }
3402 3644
3403 break; 3645 break;
3404 3646
3405 case BUILDER: 3647 case BUILDER:
3406 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3407 { 3649 {
3408 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3409 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3651 //TODO: change_abil?
3410 unapply_special (who, who->contr->ranged_ob, 0);
3411
3412 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3413
3414 who->contr->ranged_ob = op;
3415 } 3652 }
3416 break; 3653 break;
3417 3654
3418 default: 3655 default:
3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3420 } /* end of switch op->type */ 3657 }
3421 3658
3422 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3423 3660
3424 if (tmp) 3661 if (tmp) who->insert (tmp);
3425 tmp = insert_ob_in_ob (tmp, who);
3426 3662
3427 who->update_stats (); 3663 who->update_stats ();
3428 3664
3429 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3430 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3432 */ 3668 */
3433 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)
3434 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3435 3671
3436 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3437 {
3438 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3439 { 3674 {
3440 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 );
3441 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3442 } 3680 }
3443 }
3444 3681
3445 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3446 {
3447 /* if multiple objects were applied, update both slots */
3448 if (tmp)
3449 esrv_send_item (who, tmp);
3450
3451 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3452 }
3453 3684
3454 return 0; 3685 return 0;
3455}
3456
3457int
3458monster_apply_special (object *who, object *op, int aflags)
3459{
3460 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3461 return 1;
3462 return apply_special (who, op, aflags);
3463} 3686}
3464 3687
3465/** 3688/**
3466 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3467 * 3690 *
3470int 3693int
3471auto_apply (object *op) 3694auto_apply (object *op)
3472{ 3695{
3473 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3474 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3475 3700
3476 switch (op->type) 3701 switch (op->type)
3477 { 3702 {
3478 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3479 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3481 3706
3482 do 3707 do
3483 { 3708 {
3484 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3485 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3486 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
3487 if (tmp == NULL) 3716 if (tmp == NULL)
3488 return 0; 3717 return 0;
3718
3489 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3490 { 3720 {
3491 tmp->destroy (); 3721 tmp->destroy ();
3492 tmp = NULL; 3722 tmp = NULL;
3493 } 3723 }
3496 3726
3497 tmp->x = op->x; 3727 tmp->x = op->x;
3498 tmp->y = op->y; 3728 tmp->y = op->y;
3499 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3500 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3501 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3502 identify (tmp); 3731 identify (tmp);
3503 break; 3732 break;
3504 3733
3505 case TREASURE: 3734 case TREASURE:
3506 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3513 /* 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,
3514 * 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
3515 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3516 * that is put inside other objects. 3745 * that is put inside other objects.
3517 */ 3746 */
3518 for (tmp = op->inv; tmp; tmp = tmp2)
3519 {
3520 tmp2 = tmp->below;
3521 tmp->remove ();
3522
3523 if (op->env) 3747 if (op->env)
3524 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3525 else 3749 op->env->insert (op->inv);
3526 tmp->destroy ();
3527 }
3528 3750
3529 op->destroy (); 3751 op->destroy ();
3530 break; 3752 break;
3531 } 3753 }
3532 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3533} 3756}
3534 3757
3535/** 3758/**
3536 * fix_auto_apply goes through the entire map every time a map 3759 * fix_auto_apply goes through the entire map every time a map
3537 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3551 3774
3552 if (tmp->inv) 3775 if (tmp->inv)
3553 { 3776 {
3554 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3555 3778
3556 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3557 { 3780 {
3558 invnext = invtmp->below; 3781 invnext = invtmp->below;
3559 3782
3560 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3561 auto_apply (invtmp); 3784 auto_apply (invtmp);
3562 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3563 { 3786 {
3564 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3565 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3566 3789
3567 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3568 } 3791 }
3569 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3574 * treasure again for this object 3797 * treasure again for this object
3575 */ 3798 */
3576 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3577 } 3800 }
3578 } 3801 }
3802
3579 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3580 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3581 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3582 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3583 * MSW 2004-05-13 3807 * MSW 2004-05-13
3587 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3588 */ 3812 */
3589 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3590 || 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)
3591 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3592
3593 } 3816 }
3594 3817
3595 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3596 auto_apply (tmp); 3819 auto_apply (tmp);
3597 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3630 } 3853 }
3631 3854
3632 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3633 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3634 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3635 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3636} 3859}
3637 3860
3638/** 3861/**
3639 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3640 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3645eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3646{ 3869{
3647 object *force; 3870 object *force;
3648 int i, did_one = 0; 3871 int i, did_one = 0;
3649 3872
3650 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3651 3876
3652 for (i = 0; i < NUM_STATS; i++)
3653 if (sint8 k = food->stats.stat (i))
3654 {
3655 force->stats.stat (i) = k;
3656 did_one = 1;
3657 }
3658
3659 /* check if we can protect the eater */
3660 for (i = 0; i < NROFATTACKS; i++)
3661 {
3662 if (food->resist[i] > 0)
3663 {
3664 force->resist[i] = food->resist[i] / 2;
3665 did_one = 1;
3666 }
3667 }
3668
3669 if (did_one)
3670 {
3671 force->set_speed (0.1);
3672 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3673 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3674 SET_FLAG (force, FLAG_APPLIED); 3879
3675 change_abil (who, force); 3880 if (force = who->force_find (key))
3676 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;
3677 } 3891 }
3678 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
3679 force->destroy (); 3923 force->destroy ();
3924 }
3680 3925
3681 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3682 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3683 { 3928 {
3684 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3685 { 3930 {
3686 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3687 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3688 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3689 } 3934 }
3690 else 3935 else
3691 { 3936 {
3692 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3693 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3694 else 3939 else
3695 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3696 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3697 } 3943 }
3698 } 3944 }
3945
3699 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3700 { 3947 {
3701 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3702 { 3949 {
3703 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3704 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3705 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3706 who->stats.sp = 0; 3953 who->stats.sp = 0;
3707 } 3954 }
3708 else 3955 else
3709 { 3956 {
3710 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3711 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3712 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3713 } 3960 }
3714 } 3961 }
3962
3715 who->update_stats (); 3963 who->update_stats ();
3716}
3717
3718/**
3719 * Designed primarily to light torches/lanterns/etc.
3720 * Also burns up burnable material too. First object in the inventory is
3721 * the selected object to "burn". -b.t.
3722 */
3723void
3724apply_lighter (object *who, object *lighter)
3725{
3726 object *item;
3727 int is_player_env = 0;
3728
3729 item = find_marked_object (who);
3730 if (item)
3731 {
3732 if (lighter->last_eat && lighter->stats.food)
3733 { /* lighter gets used up */
3734 /* Split multiple lighters if they're being used up. Otherwise *
3735 * one charge from each would be used up. --DAMN */
3736 if (lighter->nrof > 1)
3737 {
3738 object *oneLighter = lighter->clone ();
3739
3740 lighter->nrof -= 1;
3741 oneLighter->nrof = 1;
3742 oneLighter->stats.food--;
3743 esrv_send_item (who, lighter);
3744 oneLighter = insert_ob_in_ob (oneLighter, who);
3745 esrv_send_item (who, oneLighter);
3746 }
3747 else
3748 lighter->stats.food--;
3749 }
3750 else if (lighter->last_eat)
3751 { /* no charges left in lighter */
3752 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3753 return;
3754 }
3755
3756 /* Perhaps we should split what we are trying to light on fire?
3757 * I can't see many times when you would want to light multiple
3758 * objects at once.
3759 */
3760
3761 if (who == item->in_player ())
3762 is_player_env = 1;
3763
3764 save_throw_object (item, AT_FIRE, who);
3765
3766 if (item->destroyed ())
3767 {
3768 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3769 /* Need to update the player so that the players glow radius
3770 * gets changed.
3771 */
3772 if (is_player_env)
3773 who->update_stats ();
3774 }
3775 else
3776 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3777 }
3778 else /* nothing to light */
3779 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3780
3781}
3782
3783/**
3784 * op made some mistake with a scroll, this takes care of punishment.
3785 * scroll_failure()- hacked directly from spell_failure
3786 */
3787void
3788scroll_failure (object *op, int failure, int power)
3789{
3790 if (abs (failure / 4) > power)
3791 power = abs (failure / 4); /* set minimum effect */
3792
3793 if (failure <= -1 && failure > -15)
3794 { /* wonder */
3795 object *tmp;
3796
3797 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3798 tmp = get_archetype (SPELL_WONDER);
3799 cast_wonder (op, op, 0, tmp);
3800 tmp->destroy ();
3801 }
3802 else if (failure <= -15 && failure > -35)
3803 { /* drain mana */
3804 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3805 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3806 if (op->stats.sp < 0)
3807 op->stats.sp = 0;
3808 }
3809 else if (settings.spell_failure_effects == TRUE)
3810 {
3811 if (failure <= -35 && failure > -60)
3812 { /* confusion */
3813 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3814 confuse_player (op, op, power);
3815 }
3816 else if (failure <= -60 && failure > -70)
3817 { /* paralysis */
3818 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3819 paralyze_player (op, op, power);
3820 }
3821 else if (failure <= -70 && failure > -80)
3822 { /* blind */
3823 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3824 blind_player (op, op, power);
3825 }
3826 else if (failure <= -80)
3827 { /* blast the immediate area */
3828 object *tmp = get_archetype (LOOSE_MANA);
3829 cast_magic_storm (op, tmp, power);
3830 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3831 tmp->destroy ();
3832 }
3833 }
3834} 3964}
3835 3965
3836void 3966void
3837apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3838{ 3968{
3855 */ 3985 */
3856 int i, j; 3986 int i, j;
3857 3987
3858 for (i = 0; i < NUM_STATS; i++) 3988 for (i = 0; i < NUM_STATS; i++)
3859 { 3989 {
3860 int race_bonus = pl->arch->clone.stats.stat (i); 3990 int race_bonus = pl->arch->stats.stat (i);
3861 sint8 stat = stats->stat (i) + ns->stat (i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
3862 3992
3863 if (stat > 20 + race_bonus) 3993 if (stat > 20 + race_bonus)
3864 { 3994 {
3865 excess_stat++; 3995 excess_stat++;
3875 4005
3876 if (i == CHA) 4006 if (i == CHA)
3877 continue; /* exclude cha from this */ 4007 continue; /* exclude cha from this */
3878 4008
3879 int stat = stats->stat (i); 4009 int stat = stats->stat (i);
3880 int race_bonus = pl->arch->clone.stats.stat (i); 4010 int race_bonus = pl->arch->stats.stat (i);
3881 if (stat < 20 + race_bonus) 4011 if (stat < 20 + race_bonus)
3882 { 4012 {
3883 change_attr_value (stats, i, 1); 4013 change_attr_value (stats, i, 1);
3884 excess_stat--; 4014 excess_stat--;
3885 } 4015 }
3886 } 4016 }
3887 4017
3888 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3889 * the player ref: player.c 4019 * the player ref: player.c
3890 */ 4020 */
3891 if (change->randomitems != NULL) 4021 if (change->randomitems)
3892 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3893 4023
3894 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3895 4025
3896 /* first, look for the force object banning 4026 /* first, look for the force object banning
3897 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3898 */ 4028 */
3899 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3900 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3901 flag_change_face = 0; 4031 flag_change_face = 0;
3902 4032
3903 if (flag_change_face) 4033 if (flag_change_face)
3904 { 4034 {
3905 pl->animation_id = GET_ANIM_ID (change);
3906 pl->face = change->face; 4035 pl->face = change->face;
3907 4036 pl->animation_id = change->animation_id;
3908 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3909 SET_FLAG (pl, FLAG_ANIMATE);
3910 else
3911 CLEAR_FLAG (pl, FLAG_ANIMATE);
3912 } 4038 }
3913 4039
3914 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3915 /*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); */
3916 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3917 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3918 4044
3919 break; 4045 break;
3920 } 4046 }
3921 } 4047 }
3922} 4048}
3923 4049
3924/**
3925 * This handles items of type 'transformer'.
3926 * Basically those items, used with a marked item, transform both items into something
3927 * else.
3928 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3929 * Change information is contained in the 'slaying' field of the marked item.
3930 * The format is as follow: transformer:[number ]yield[;transformer:...].
3931 * This way an item can be transformed in many things, and/or many objects.
3932 * The 'slaying' field for transformer is used as verb for the action.
3933 */
3934void
3935apply_item_transformer (object *pl, object *transformer)
3936{
3937 object *marked;
3938 object *new_item;
3939 char *find;
3940 char *separator;
3941 int yield;
3942 char got[MAX_BUF];
3943 int len;
3944
3945 if (!pl || !transformer)
3946 return;
3947 marked = find_marked_object (pl);
3948 if (!marked)
3949 {
3950 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3951 return;
3952 }
3953 if (!marked->slaying)
3954 {
3955 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3956 return;
3957 }
3958 /* check whether they are compatible or not */
3959 find = strstr (marked->slaying, transformer->arch->name);
3960 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3963 return;
3964 }
3965 find += strlen (transformer->arch->name) + 1;
3966 /* Item can be used, now find how many and what it yields */
3967 if (isdigit (*(find)))
3968 {
3969 yield = atoi (find);
3970 if (yield < 1)
3971 {
3972 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3973 yield = 1;
3974 }
3975 }
3976 else
3977 yield = 1;
3978
3979 while (isdigit (*find))
3980 find++;
3981 while (*find == ' ')
3982 find++;
3983 memset (got, 0, MAX_BUF);
3984 if ((separator = strchr (find, ';')) != NULL)
3985 {
3986 len = separator - find;
3987 }
3988 else
3989 {
3990 len = strlen (find);
3991 }
3992 if (len > MAX_BUF - 1)
3993 len = MAX_BUF - 1;
3994 strcpy (got, find);
3995 got[len] = '\0';
3996
3997 /* Now create new item, remove used ones when required. */
3998 new_item = get_archetype (got);
3999 if (!new_item)
4000 {
4001 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4002 return;
4003 }
4004
4005 new_item->nrof = yield;
4006 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4007 insert_ob_in_ob (new_item, pl);
4008 esrv_send_inventory (pl, pl);
4009 /* Eat up one item */
4010 decrease_ob_nr (marked, 1);
4011 /* Eat one transformer if needed */
4012 if (transformer->stats.food)
4013 if (--transformer->stats.food == 0)
4014 decrease_ob_nr (transformer, 1);
4015}

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