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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.88 by root, Sat May 12 08:36:35 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 (get_attr_value (&depl->stats, 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))
374 force->stats.food *= 10; 354 force->stats.food *= 10;
375 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
376 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
377 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
378 } 358 }
359
379 force->speed_left = -1; 360 force->speed_left = -1;
380 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
381 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
382 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
383 change_abil (op, force); 364 change_abil (op, force);
384 decrease_ob (tmp); 365 tmp->decrease ();
385 return 1; 366 return 1;
386 } 367 }
387 368
388 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
389 if (op->type == PLAYER) 370 if (op->type == PLAYER)
390 { /* only for players */ 371 { /* only for players */
391 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
392 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
393 else 376 else
394 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
395 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
396 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
397 } 381 }
398 382
399 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
400 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
401 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
402 * up all the stats. 386 * up all the stats.
403 */ 387 */
404 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
405 op->update_stats (); 389 op->update_stats ();
406 decrease_ob (tmp); 390 tmp->decrease ();
407 return 1; 391 return 1;
408} 392}
409 393
410/**************************************************************************** 394/****************************************************************************
411 * Weapon improvement code follows 395 * Weapon improvement code follows
412 ****************************************************************************/ 396 ****************************************************************************/
413 397
414/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
415 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
416 */ 415 */
417static int 416static int
418check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
419{ 418{
420 int count = 0; 419 int count = 0;
421 420
422 421 if (!item)
423 if (item == NULL)
424 return 0; 422 return 0;
425 423
426 op = op->below; 424 for (op = op->below; op; op = op->below)
427 while (op != NULL) 425 if (op->arch->archname == item)
428 {
429 if (strcmp (op->arch->name, item) == 0)
430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 428 count += op->number_of ();
438 }
439 }
440
441 op = op->below;
442 }
443 429
444 return count; 430 return count;
445} 431}
446 432
447/** 433/**
449 * op is typically the player, which is only 435 * op is typically the player, which is only
450 * really used to determine what space to look at. 436 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
452 */ 438 */
453static void 439static void
454eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 441{
456 object *prev; 442 object *prev;
457 443
458 prev = op; 444 prev = op;
459 op = op->below; 445 op = op->below;
460 446
461 while (op != NULL) 447 while (op)
462 { 448 {
463 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
464 { 450 {
465 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
466 { 452 {
467 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
468 return; 454 return;
469 } 455 }
470 else 456 else
471 { 457 {
472 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
473 nrof -= op->nrof; 459 nrof -= op->nrof;
474 } 460 }
461
475 op = prev; 462 op = prev;
476 } 463 }
464
477 prev = op; 465 prev = op;
478 op = op->below; 466 op = op->below;
479 } 467 }
480} 468}
481 469
482/** 470/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 473 */
538static int 474static int
539check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
540{ 476{
541 int count = 0; 477 int count = 0;
542 478
543 if (improver->slaying != NULL) 479 if (improver->slaying)
544 { 480 {
545 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
546 if (count < 1) 482 if (count < 1)
547 { 483 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 485 return 0;
553 } 486 }
554 } 487 }
555 else 488 else
556 count = 1; 489 count = 1;
559} 492}
560 493
561/** 494/**
562 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
563 */ 496 */
564int 497static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 499{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 500 stat += sacrifice_count;
570 weapon->last_eat++; 501 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
572 decrease_ob (improver);
573 503
574 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
575 op->update_stats (); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
576 return 1; 513 return 1;
577} 514}
578 515
579/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 521#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 523#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 526#define IMPROVE_INT 10
590#define IMPROVE_POW 11 527#define IMPROVE_POW 11
591
592 528
593/** 529/**
594 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
596 */ 532 */
597 533static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
600{ 535{
601 int sacrifice_count, i; 536 int sacrifice_count, i;
602 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
603 538
604 if (weapon->level != 0) 539 if (weapon->level != 0)
605 { 540 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
607 return 0; 542 return 0;
608 } 543 }
544
609 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 546 if (weapon->resist[i])
611 break; 547 break;
612 548
613 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
620 { 556 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
622 return 0; 560 return 0;
623 } 561 }
562
624 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
626 return 0; 565 return 0;
566
627 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
630 569
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
632 575
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 579 slot at once! */
637 decrease_ob (improver); 580 improver->decrease ();
638 weapon->last_eat = 0; 581 weapon->last_eat = 0;
639 return 1; 582 return 1;
640} 583}
641
642 584
643/** 585/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 587 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
649 * 591 *
650 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
653 */ 595 */
654int 596static int
655improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
656{ 598{
657 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
658 600
659 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
662 } 603
663 if (weapon->level == 0) 604 if (weapon->level == 0)
664 { 605 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 609 return 0;
667 } 610 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 614 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 616 return 0;
672 } 617 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
674 { 621 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 623 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
678 return 0; 625 return 0;
679 } 626 }
627
680 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 629 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 630 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 631 * weapon can be improved.
684 */ 632 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 634 {
687 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 638 weapon->last_eat++;
691 639
692 weapon->item_power++; 640 weapon->item_power++;
693 decrease_ob (improver); 641 improver->decrease ();
694 return 1; 642 return 1;
695 } 643 }
644
696 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 646 {
698 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 649 if (weapon->weight < 1)
701 weapon->weight = 1; 650 weapon->weight = 1;
651
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 653 weapon->last_eat++;
704 weapon->item_power++; 654 weapon->item_power++;
705 decrease_ob (improver); 655 improver->decrease ();
706 return 1; 656 return 1;
707 } 657 }
658
708 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 660 {
710 weapon->magic++; 661 weapon->magic++;
711 weapon->last_eat++; 662 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 664 improver->decrease ();
714 weapon->item_power++; 665 weapon->item_power++;
715 return 1; 666 return 1;
716 } 667 }
717 668
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
724 675
725 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
727 { 678 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 680 return 0;
730 } 681 }
682
731 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 684 weapon->item_power++;
733 685
734 switch (improver->stats.sp) 686 switch (improver->stats.sp)
735 { 687 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 695 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
752 } 697 }
698
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 700 return 0;
755} 701}
756 702
757/** 703/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
761 */ 707 */
762int 708static int
763check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
764{ 710{
765 object *otmp; 711 object *otmp;
766 712
767 if (op->type != PLAYER) 713 if (op->type != PLAYER)
768 return 0; 714 return 0;
769 715
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 717 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 719 return 0;
774 } 720 }
775 721
776 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
777 if (!otmp) 724 if (!otmp)
778 { 725 {
779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
780 return 0; 727 return 0;
781 } 728 }
782 729
783 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
784 { 731 {
785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
786 return 0; 733 return 0;
787 } 734 }
788 735
789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 736 op->statusmsg ("Applied weapon builder.");
737
790 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
791 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
792 return 1; 740 return 1;
793} 741}
794 742
812 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
813 * the users level or 90) 761 * the users level or 90)
814 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
815 * changing of physical area right now. 763 * changing of physical area right now.
816 */ 764 */
817int 765static int
818improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
819{ 767{
820 object *tmp; 768 object *tmp;
821 769
822 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
823 { 771 {
824 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
825 return 0; 773 return 0;
826 } 774 }
775
827 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
828 * etc), so take the easy way out and don't worry about it. 777 * etc), so take the easy way out and don't worry about it.
829 * Note - maybe add scrolls which make the random artifact versions (eg, armour 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
830 * of gnarg and what not?) 779 * of gnarg and what not?)
831 */ 780 */
832 if (armour->title) 781 if (armour->title)
833 { 782 {
834 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
835 return 0; 784 return 0;
836 } 785 }
837 786
838 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
839 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
840 */ 789 */
841 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
842 tmp = get_split_ob (armour, armour->nrof - 1);
843 else
844 tmp = NULL;
845 791
846 armour->magic++; 792 armour->magic++;
847 793
848 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
849 { 795 {
854 { 800 {
855 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
856 pow++; 802 pow++;
857 } 803 }
858 804
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
860 } 806 }
861 else 807 else
862 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;
863 809
864 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
865 { 811 {
866 int base = 100; 812 int base = 100;
867 int pow = 0; 813 int pow = 0;
870 { 816 {
871 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
872 pow++; 818 pow++;
873 } 819 }
874 820
875 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
876 } 822 }
877 else 823 else
878 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;
879 825
880 if (armour->weight <= 0) 826 if (armour->weight <= 0)
881 { 827 {
882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
883 armour->weight = 1; 829 armour->weight = 1;
884 } 830 }
885 831
886 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);
887 833
888 if (op->type == PLAYER) 834 if (op->type == PLAYER)
889 { 835 {
890 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
891 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
892 op->update_stats (); 839 op->update_stats ();
893 } 840 }
894 decrease_ob (improver); 841
842 improver->decrease ();
843
895 if (tmp) 844 if (tmp)
896 { 845 op->insert (tmp);
897 insert_ob_in_ob (tmp, op); 846
898 esrv_send_item (op, tmp);
899 }
900 return 1; 847 return 1;
901} 848}
902
903 849
904/* 850/*
905 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * convert_item() returns 1 if anything was converted, 0 if the item was not
906 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
907 */ 853 *
908#define CONV_FROM(xyz) xyz->slaying
909#define CONV_TO(xyz) xyz->other_arch
910#define CONV_NR(xyz) xyz->stats.sp
911#define CONV_NEED(xyz) xyz->stats.food
912
913/* Takes one items and makes another. 854 * Takes one type of items and makes another.
914 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
915 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
916 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
917 */ 858 */
918int 859int
919convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
920{ 861{
921 int nr = 0; 862 sint64 nr = 0, price_in;
922 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
923 871
924 /* We make some assumptions - we assume if it takes money as it type, 872 /* We make some assumptions - we assume if it takes money as it type,
925 * it wants some amount. We don't make change (ie, if something costs 873 * it wants some amount. We don't make change (ie, if something costs
926 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
927 */ 875 */
928 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
929 { 877 {
930 int cost;
931
932 if (item->type != MONEY) 878 if (item->type != MONEY)
933 return 0; 879 return 0;
934 880
935 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
936 if (!nr) 882 if (!nr)
937 return 0; 883 return 0;
938 cost = nr * CONV_NEED (converter) / item->value; 884
939 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
940 if (nr * CONV_NEED (converter) % item->value) 886
941 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
942 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
943 890
944 price_in = cost * item->value; 891 price_in = cost * item->value;
945 } 892 }
946 else 893 else
947 { 894 {
948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
950 return 0; 898 return 0;
951 899
952 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
953 { 903 {
954 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
955 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
956 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
957 } 907 }
958 else 908 else
959 { 909 {
960 price_in = item->value; 910 price_in = item->value;
961 item->destroy (); 911 item->destroy ();
962 } 912 }
963 } 913 }
964 914
965 if (converter->inv != NULL) 915 if (converter->inv)
966 { 916 {
967 object *ob; 917 object *ob;
968 int i; 918 int i;
969 object *ob_to_copy; 919 object *ob_to_copy;
970 920
971 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 {
975 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
976 {
977 ob_to_copy = ob; 925 ob_to_copy = ob;
978 } 926
979 } 927 item = ob_to_copy->deep_clone ();
980 item = object_create_clone (ob_to_copy);
981 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
982 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
983 } 930 }
984 else 931 else
985 { 932 {
986 if (converter->other_arch == NULL) 933 if (!conv_to)
987 { 934 {
988 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
989 &converter->name, &converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
990 return -1; 937 return -1;
991 } 938 }
992 939
993 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 } 942 }
996 943
997 if (CONV_NR (converter)) 944 if (give)
998 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
999 if (nr) 947 if (nr)
1000 item->nrof *= nr; 948 item->nrof *= nr;
1001 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
1002 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
1003 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1004 { 962 {
1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1007
1008 /** 965 /**
1009 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1010 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1011 */ 968 */
1012 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1014 return 1; 977 return 1;
1015} 978}
1016 979
1017/** 980/**
1018 * Handle apply on containers. 981 * Handle apply on containers.
1019 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1021 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1022 */ 985 */
1023int 986static int
1024apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1025{ 988{
1026 if (op->type != PLAYER || !op->contr->ns) 989 if (op->type != PLAYER || !op->contr->ns)
1027 return 0; /* This might change */ 990 return 0; /* This might change */
1028 991
1034 997
1035 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1036 999
1037 if (sack->env && sack->env != op) 1000 if (sack->env && sack->env != op)
1038 { 1001 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1040 return 1; 1003 return 1;
1041 } 1004 }
1042 1005
1043 // already applied == open on ground, or open in inv, or active in inv 1006 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED]) 1007 if (sack->flag [FLAG_APPLIED])
1045 { 1008 {
1046 if (op->container == sack) 1009 if (op->container_ () == sack)
1047 { 1010 {
1048 // open on ground or inv, so close 1011 // open on ground or inv, so close
1049 op->close_container (); 1012 op->close_container ();
1050 return 1; 1013 return 1;
1051 } 1014 }
1052 else if (!sack->env) 1015 else if (!sack->env)
1053 { 1016 {
1054 // active, but not ours: some other player has opened it 1017 // active, but not ours: some other player has opened it
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1056 return 1; 1019 return 1;
1057 } 1020 }
1058 1021
1059 // fall through to opening it (active in inv) 1022 // fall through to opening it (active in inv)
1060 } 1023 }
1062 { 1025 {
1063 // it is in our env, so activate it, do not open yet 1026 // it is in our env, so activate it, do not open yet
1064 op->close_container (); 1027 op->close_container ();
1065 sack->flag [FLAG_APPLIED] = 1; 1028 sack->flag [FLAG_APPLIED] = 1;
1066 esrv_update_item (UPD_FLAGS, op, sack); 1029 esrv_update_item (UPD_FLAGS, op, sack);
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1068 return 1; 1031 return 1;
1069 } 1032 }
1070 1033
1071 // it's locked? 1034 // it's locked?
1072 if (sack->slaying) 1035 if (sack->slaying)
1073 { 1036 {
1074 if (object *tmp = find_key (op, op, sack)) 1037 if (object *tmp = find_key (op, op, sack))
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1076 else 1039 else
1077 { 1040 {
1078 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1079 return 1; 1042 return 1;
1080 } 1043 }
1081 } 1044 }
1082 1045
1083 op->open_container (sack); 1046 op->open_container (sack);
1094{ 1057{
1095 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1096 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1097 return 0; 1060 return 0;
1098 1061
1099 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1100 { 1063 {
1101 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1102 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1103 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1104 */ 1067 */
1105 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1106 { 1069 {
1107 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1108 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1109 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1110 * old maps. 1073 * old maps.
1111 */ 1074 */
1112 1075
1113/* push_button (altar);*/ 1076/* push_button (altar);*/
1114 } 1077 }
1115 else 1078 else
1116 { 1079 {
1117 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1118 push_button (altar); 1081 push_button (altar, originator);
1119 } 1082 }
1120 1083
1121 return !sacrifice; 1084 return !sacrifice;
1122 } 1085 }
1123 else 1086 else
1138 double opinion; 1101 double opinion;
1139 object *tmp, *next; 1102 object *tmp, *next;
1140 1103
1141 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1142 1105
1143 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1144 { 1118 {
1145 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1146 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1147 * the shop. 1121 * the shop.
1148 */ 1122 */
1152 1126
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 { 1128 {
1155 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1156 1130
1131 if (i >= 0)
1157 tmp->remove (); 1132 tmp->move (i);
1158
1159 if (i == -1)
1160 i = 0;
1161
1162 tmp->map = op->map;
1163 tmp->x = op->x + freearr_x[i];
1164 tmp->y = op->y + freearr_y[i];
1165 insert_ob_in_map (tmp, op->map, op, 0);
1166 } 1133 }
1167 } 1134 }
1168 1135
1169 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1170 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1173 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1174 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1175 */ 1142 */
1176 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1177 { 1144 {
1178
1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181 1147
1182 if (i != -1) 1148 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184 1150
1185 return 0; 1151 return 0;
1186 } 1152 }
1153
1187 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1188 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1189 */ 1156 */
1190 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1191 } 1158 }
1192 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1193 { 1160 {
1194 /* this is only used for players */ 1161 /* this is only used for players */
1195 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1196 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1197 if (shop_mat->msg) 1171 if (shop_mat->msg)
1198 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1199 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1200 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1201 * actually the shop floor. 1175 * actually the shop floor.
1202 */ 1176 */
1203 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1204 { 1178 {
1205 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1206 1180
1207 if (opinion > 0.9) 1181 op->statusmsg (
1208 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1209 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1210 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1211 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1212 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1213 else 1186 );
1214 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1215 } 1187 }
1216 } 1188 }
1217 else 1189 else
1218 { 1190 {
1219 /* if we get here, a player tried to leave a shop but was not able 1191 /* if we get here, a player tried to leave a shop but was not able
1220 * to afford the items he has. We try to move the player so that 1192 * to afford the items he has. We try to move the player so that
1221 * they are not on the mat anymore 1193 * they are not on the mat anymore
1222 */ 1194 */
1223 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1224 1196
1225 if (i == -1) 1197 if (i == -1)
1226 {
1227 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1228 }
1229 else 1199 else
1230 { 1200 {
1231 op->remove (); 1201 op->remove ();
1232 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1233 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1243 * Handles applying a sign. 1213 * Handles applying a sign.
1244 */ 1214 */
1245static void 1215static void
1246apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1247{ 1217{
1248 readable_message_type *msgType; 1218 if (!op->is_player())
1249 char newbuf[HUGE_BUF]; 1219 return;
1250 1220
1251 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1252 { 1222 {
1253 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));
1254 return; 1224 return;
1255 } 1225 }
1256 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
1257 if (sign->stats.food) 1236 if (sign->stats.food)
1258 { 1237 {
1259 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1260 { 1239 {
1261 if (!sign->move_on) 1240 if (!sign->move_on)
1262 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1263 return; 1243 return;
1264 } 1244 }
1265 1245
1266 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1267 sign->last_eat++; 1247 sign->last_eat++;
1272 * 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
1273 * to us). 1253 * to us).
1274 */ 1254 */
1275 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)
1276 { 1256 {
1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1278 return; 1258 return;
1279 } 1259 }
1280 msgType = get_readable_message_type (sign); 1260
1281 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1282 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);
1283} 1303}
1284 1304
1285/** 1305/**
1286 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1287 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1301 return; 1321 return;
1302 1322
1303 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1304 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1305 */ 1325 */
1306 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1307 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1308 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1309 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1310 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1311 */ 1331 */
1312 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1313 { 1333 {
1314 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1315 "[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);
1316 return; 1336 return;
1317 } 1337 }
1338
1318 recursion_depth++; 1339 recursion_depth++;
1319 if (trap->head) 1340 if (trap->head)
1320 trap = trap->head; 1341 trap = trap->head;
1321 1342
1322 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)))
1323 goto leave;
1324
1325 switch (trap->type) 1344 switch (trap->type)
1326 { 1345 {
1327 case PLAYERMOVER: 1346 case PLAYERMOVER:
1328 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:
1329 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1330 if (!trap->stats.maxsp) 1420 if (!trap->value)
1331 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1332 1423
1333 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1334 * 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
1335 */ 1439 */
1336 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1337 1441
1338 /* 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)
1339 * above with some objects have zero speed, and thus the player 1443 {
1340 * 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 }
1341 */ 1453 }
1342 if (victim->speed_left < -50.0) 1454 break;
1343 victim->speed_left = -50.0;
1344 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1345 } 1455 }
1346 goto leave;
1347 1456
1348 case SPINNER: 1457 case CONVERTER:
1349 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1350 {
1351 victim->direction = absdir (victim->direction - trap->stats.sp);
1352 update_turn_face (victim);
1353 }
1354 goto leave;
1355
1356 case DIRECTOR:
1357 if (victim->direction && !should_director_abort (trap, victim))
1358 {
1359 victim->direction = trap->stats.sp;
1360 update_turn_face (victim);
1361 }
1362 goto leave;
1363
1364 case BUTTON:
1365 case PEDESTAL:
1366 update_button (trap);
1367 goto leave;
1368
1369 case ALTAR:
1370 /* sacrifice victim on trap */
1371 apply_altar (trap, victim, originator);
1372 goto leave;
1373
1374 case THROWN_OBJ:
1375 if (trap->inv == NULL)
1376 goto leave;
1377 /* fallthrough */
1378
1379 case ARROW:
1380 /* bad bug: monster throw a object, make a step forwards, step on object ,
1381 * trigger this here and get hit by own missile - and will be own enemy.
1382 * Victim then is his own enemy and will start to kill herself (this is
1383 * removed) but we have not synced victim and his missile. To avoid senseless
1384 * action, we avoid hits here
1385 */
1386 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1387 hit_with_arrow (trap, victim);
1388 goto leave;
1389
1390 case SPELL_EFFECT:
1391 apply_spell_effect (trap, victim);
1392 goto leave;
1393
1394 case TRAPDOOR:
1395 {
1396 int max, sound_was_played;
1397 object *ab, *ab_next;
1398
1399 if (!trap->value)
1400 { 1459 {
1401 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1402 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1403 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1404 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1405 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1406
1407 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1408 goto leave;
1409
1410 SET_ANIMATION (trap, trap->value);
1411 update_object (trap, UP_OBJ_FACE);
1412 } 1462 }
1413 1463
1414 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))
1415 { 1486 {
1416 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1417 * ab->above would be bogus 1488 * players output.
1418 */ 1489 */
1419 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1420 1492
1421 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1422 { 1494 victim->enter_exit (trap);
1423 if (!sound_was_played)
1424 {
1425 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1426 sound_was_played = 1;
1427 }
1428 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1429 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1430 }
1431 } 1495 }
1432 goto leave; 1496 break;
1433 }
1434 1497
1435
1436 case CONVERTER:
1437 if (convert_item (victim, trap) < 0)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1440 get_archetype ("burnout")->insert_at (trap, trap);
1441 }
1442
1443 goto leave;
1444
1445 case TRIGGER_BUTTON:
1446 case TRIGGER_PEDESTAL:
1447 case TRIGGER_ALTAR:
1448 check_trigger (trap, victim);
1449 goto leave;
1450
1451 case DEEP_SWAMP:
1452 walk_on_deep_swamp (trap, victim);
1453 goto leave;
1454
1455 case CHECK_INV:
1456 check_inv (victim, trap);
1457 goto leave;
1458
1459 case HOLE:
1460 /* Hole not open? */
1461 if (trap->stats.wc > 0)
1462 goto leave;
1463
1464 /* Is this a multipart monster and not the head? If so, return.
1465 * Processing will happen if the head runs into the pit
1466 */
1467 if (victim->head)
1468 goto leave;
1469
1470 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1471 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1472 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1473 goto leave;
1474
1475 case EXIT:
1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1477 {
1478 /* Basically, don't show exits leading to random maps the
1479 * players output.
1480 */
1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1484 victim->enter_exit (trap);
1485 }
1486 goto leave;
1487
1488 case ENCOUNTER: 1498 case ENCOUNTER:
1489 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1490 goto leave; 1500 break;
1491 1501
1492 case SHOP_MAT: 1502 case SHOP_MAT:
1493 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1494 goto leave; 1504 break;
1495 1505
1496 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1497 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1498 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1499 goto leave; 1509 break;
1500 1510
1501 case SIGN: 1511 case SIGN:
1502 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1503 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1504 1514
1505 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1506 goto leave; 1516 break;
1507 1517
1508 case CONTAINER: 1518 case CONTAINER:
1509 apply_container (victim, trap); 1519 apply_container (victim, trap);
1510 goto leave; 1520 break;
1511 1521
1512 case RUNE: 1522 case RUNE:
1513 case TRAP: 1523 case TRAP:
1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1515 {
1516 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1517 } 1526 break;
1518 goto leave;
1519 1527
1520 default: 1528 default:
1521 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 "
1522 "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);
1523 goto leave; 1531 break;
1524 } 1532 }
1525 1533
1526leave:
1527 recursion_depth--; 1534 recursion_depth--;
1528} 1535}
1529 1536
1530/** 1537/**
1531 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1536 int lev_diff; 1543 int lev_diff;
1537 object *skill_ob; 1544 object *skill_ob;
1538 1545
1539 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1540 { 1547 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1542 return; 1549 return;
1543 } 1550 }
1551
1544 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1545 { 1553 {
1546 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));
1547 return; 1555 return;
1548 } 1556 }
1549 1557
1550 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1551 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1552 if (!skill_ob) 1560 if (!skill_ob)
1553 { 1561 {
1554 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));
1555 return; 1563 return;
1556 } 1564 }
1565
1557 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1558 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1559 { 1568 {
1560 if (lev_diff < 2) 1569 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1561 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."
1562 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1563 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."
1564 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1565 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "This book is totally beyond your comprehension.");
1566 else if (lev_diff < 8)
1567 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1568 else if (lev_diff < 15)
1569 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1570 else
1571 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1572 return; 1575 return;
1573 } 1576 }
1574 1577
1578 // we currently don't use the message types for anything.
1575 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1576 1580
1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1578 msgType->message_type, msgType->message_subtype, 1582
1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1583 if (player *pl = op->contr)
1580 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));
1581 1586
1582 /* gain xp from reading */ 1587 /* gain xp from reading */
1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1584 { /* only if not read before */ 1589 { /* only if not read before */
1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1587 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1588 { 1593 {
1589 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1590 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1591 1596
1592 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1593 if (tmp->env)
1594 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1595 else
1596 op->contr->ns->floorbox_update ();
1597 } 1599 }
1598 1600
1599 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1600 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 */
1601 } 1603 }
1602} 1604}
1603 1605
1604/** 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/**
1605 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1606 * 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
1607 */ 1662 */
1608static void 1663static void
1609apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1610{ 1665{
1611 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1612 { 1667 {
1613 case 0: 1668 case 0:
1614 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1615 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)));
1616 return; 1671 break;
1617 1672
1618 case 1: 1673 case 1:
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1620 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));
1621 return; 1677 break;
1622 1678
1623 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1624 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)));
1625 decrease_ob (tmp);
1626 return; 1683 break;
1627 } 1684 }
1628} 1685}
1629 1686
1630/** 1687/**
1631 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1651 return; 1708 return;
1652 } 1709 }
1653 return; 1710 return;
1654 } 1711 }
1655 1712
1656 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1657 tmp = spell->clone (); 1715 tmp = spell->clone ();
1658 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1659 1717
1660 if (special_prayer) 1718 if (special_prayer)
1661 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1680 { 1738 {
1681 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1682 return; 1740 return;
1683 } 1741 }
1684 1742
1685 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));
1686 player_unready_range_ob (op->contr, spob);
1687 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1688 spob->destroy (); 1745 spob->destroy ();
1689} 1746}
1690 1747
1691/** 1748/**
1698{ 1755{
1699 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1700 1757
1701 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1702 { 1759 {
1703 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1704 return; 1761 return;
1705 } 1762 }
1706 1763
1707 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1708 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1709 * legacy spellbooks 1766 * legacy spellbooks
1710 */ 1767 */
1711
1712 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1713 { 1769 {
1714 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
1715 if (!spell) 1772 if (!spell)
1716 { 1773 {
1717 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));
1718 return; 1775 return;
1719 } 1776 }
1720 else 1777 else
1721 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1722 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1723 } 1781 }
1724 1782
1725 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1726 1784
1727 /* 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
1728 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1729 if (!skop) 1787 if (!skop)
1730 { 1788 {
1731 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));
1732 return; 1790 return;
1733 } 1791 }
1734 1792
1735 spell = tmp->inv; 1793 spell = tmp->inv;
1736 1794
1737 if (!spell) 1795 if (!spell)
1738 { 1796 {
1739 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);
1740 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!");
1741 return; 1799 return;
1742 } 1800 }
1743 1801
1744 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1745 { 1804 {
1746 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));
1747 return; 1807 return;
1748 } 1808 }
1749 1809
1750 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));
1751 1811
1752 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1753 {
1754 identify (tmp); 1813 identify (tmp);
1755
1756 if (tmp->env)
1757 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1758 else
1759 op->contr->ns->floorbox_update ();
1760 }
1761 1814
1762 /* 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
1763 * 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
1764 * 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
1765 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1766 */ 1819 */
1767 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1768 { 1821 {
1769 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");
1770 return; 1823 return;
1771 } 1824 }
1772 1825
1773 if (spell->skill) 1826 if (spell->skill)
1774 { 1827 {
1775 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1776 1829
1777 if (!spell_skill) 1830 if (!spell_skill)
1778 { 1831 {
1779 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));
1780 return; 1833 return;
1781 } 1834 }
1782 1835
1783 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1784 { 1837 {
1785 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));
1786 return; 1839 return;
1787 } 1840 }
1788 } 1841 }
1789 1842
1790 /* Logic as follows 1843 /* Logic as follows
1799 * 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
1800 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1801 */ 1854 */
1802 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1803 { 1856 {
1804 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!");
1805 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));
1806 } 1859 }
1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1808 (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])
1809 { 1862 {
1810 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1811 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1812 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1813 1865
1814 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1815 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1816 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);
1817 } 1869 }
1818 else 1870 else
1819 { 1871 {
1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1821 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");
1822 } 1874 }
1823 1875
1824 decrease_ob (tmp); 1876 tmp->decrease ();
1825} 1877}
1826 1878
1827/** 1879/**
1828 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1829 */ 1881 */
1832{ 1884{
1833 object *skop; 1885 object *skop;
1834 1886
1835 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1836 { 1888 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
1838 return; 1890 return;
1839 } 1891 }
1840 1892
1841 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1842 { 1894 {
1843 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.>");
1844 return; 1896 return;
1845 } 1897 }
1846 1898
1847 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
1848 { 1900 {
1854 */ 1906 */
1855 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1856 1908
1857 if (!skop) 1909 if (!skop)
1858 { 1910 {
1859 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]));
1860 return; 1912 return;
1861 } 1913 }
1862 1914
1863 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1864 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1865 } 1917 }
1866 1918
1867 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1868 identify (tmp); 1920 identify (tmp);
1869 1921
1870 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));
1871
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 object *treas;
1886
1887
1888 /* 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
1889 * 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
1890 * 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
1891 * 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
1892 * treasure 1940 * treasure
1893 */ 1941 */
1894
1895 treas = tmp->inv; 1942 object *treas = tmp->inv;
1896 if (treas == NULL) 1943
1944 if (!treas)
1897 { 1945 {
1898 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
1899 decrease_ob (tmp); 1947 tmp->decrease ();
1900 return; 1948 return;
1901 } 1949 }
1950
1902 while (tmp->inv) 1951 while (tmp->inv)
1903 { 1952 {
1904 treas = tmp->inv; 1953 treas = tmp->inv;
1905
1906 treas->remove (); 1954 treas->remove ();
1907 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1908 1955
1909 treas->x = op->x; 1956 treas->x = op->x;
1910 treas->y = op->y; 1957 treas->y = op->y;
1911 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);
1912 1959
1913 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))
1914 spring_trap (treas, op); 1961 spring_trap (treas, op);
1915 1962
1916 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1917 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1918 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1919 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1920 */ 1967 */
1921 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
1922 break; 1969 break;
1923 } 1970 }
1924 1971
1925 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
1926 decrease_ob (tmp); 1973 tmp->decrease (true);
1927
1928}
1929
1930/**
1931 * op eats food.
1932 * If player, takes care of messages and dragon special food.
1933 */
1934static void
1935apply_food (object *op, object *tmp)
1936{
1937 int capacity_remaining;
1938
1939 if (op->type != PLAYER)
1940 op->stats.hp = op->stats.maxhp;
1941 else
1942 {
1943 /* check if this is a dragon (player), eating some flesh */
1944 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1945 ;
1946 else
1947 {
1948 /* usual case - no dragon meal: */
1949 if (op->stats.food + tmp->stats.food > 999)
1950 {
1951 if (tmp->type == FOOD || tmp->type == FLESH)
1952 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1953 else
1954 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1955 }
1956
1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1958 {
1959 char buf[MAX_BUF];
1960
1961 if (!is_dragon_pl (op))
1962 {
1963 /* eating message for normal players */
1964 if (tmp->type == DRINK)
1965 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
1969 else
1970 {
1971 /* eating message for dragon players */
1972 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1973 }
1974
1975 new_draw_info (NDI_UNIQUE, 0, op, buf);
1976 capacity_remaining = 999 - op->stats.food;
1977 op->stats.food += tmp->stats.food;
1978 if (capacity_remaining < tmp->stats.food)
1979 op->stats.hp += capacity_remaining / 50;
1980 else
1981 op->stats.hp += tmp->stats.food / 50;
1982 if (op->stats.hp > op->stats.maxhp)
1983 op->stats.hp = op->stats.maxhp;
1984 if (op->stats.food > 999)
1985 op->stats.food = 999;
1986 }
1987
1988 /* special food hack -b.t. */
1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1990 eat_special_food (op, tmp);
1991 }
1992 }
1993 handle_apply_yield (tmp);
1994 decrease_ob (tmp);
1995} 1974}
1996 1975
1997/** 1976/**
1998 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
1999 * 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.
2002 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2003 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2004 * return: 1983 * return:
2005 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2006 */ 1985 */
2007int 1986static int
2008dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2009{ 1988{
2010 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2011 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2012 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2013 1992
2014 char buf[MAX_BUF]; /* tmp. string buffer */
2015 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2016 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2018 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2020 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2021 int i; /* index */ 1999 int i; /* index */
2022 2000
2023 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2024 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
2025 return 0; 2003 return 0;
2026 2004
2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2028 from the player's inventory */ 2006 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2034 if (tmp->arch->name == dragon_skin_force) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2035 skin = tmp; 2010 skin = tmp;
2036 else if (tmp->arch->name == dragon_ability_force) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2037 abil = tmp; 2012 abil = tmp;
2038 2013
2039 /* 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
2040 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2041 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2042 return 0; 2017 return 0;
2043 2018
2044 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2045 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2046 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2047 else 2022 else
2048 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2049 if (op->stats.hp > op->stats.maxhp) 2025 min_it (op->stats.hp, op->stats.maxhp);
2050 op->stats.hp = op->stats.maxhp;
2051
2052 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2053 2027
2054 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2055 2029
2056 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2057 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2067 2041
2068 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2069 flesh is too rare */ 2043 flesh is too rare */
2070 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2071 2045
2072 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2073 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2074 2048
2075 if (chance >= 0.) 2049 if (chance >= 0.)
2076 chance += 1.; 2050 chance += 1.;
2077 else 2051 else
2078 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2079 2053
2080 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2081 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2082 2056
2083 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2084 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2085 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2086 2060
2087 /* 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!) */
2088 if (rndm (10000) < (unsigned int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2089 { 2063 {
2090 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2091 winners++; 2065 winners++;
2092 } 2066 }
2093 2067
2098 } 2072 }
2099 } 2073 }
2100 2074
2101 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2102 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2103 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2104 if (totalchance > 50.) 2080 if (totalchance > 50.)
2105 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2106 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2107 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2108 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2109 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2110 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2111 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2112 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2113 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2114 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))
2115 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2116 else 2092 else
2117 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2118 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2119 2096
2120 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2121 i = -1; 2098 i = -1;
2122 if (winners > 0) 2099 if (winners > 0)
2123 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2124 2101
2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2126 { 2103 {
2127 /* resistance increased! */ 2104 /* resistance increased! */
2128 skin->resist[i]++; 2105 skin->resist[i]++;
2129 op->update_stats (); 2106 op->update_stats ();
2130 2107
2131 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]));
2132 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2133 } 2109 }
2134 2110
2135 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2136 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 */
2137 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)
2138 { 2114 {
2139 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> */
2140 2116
2141 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
2142 { 2123 ));
2143 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2144 new_draw_info (NDI_UNIQUE, 0, op, buf);
2145 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2146 new_draw_info (NDI_UNIQUE, 0, op, buf);
2147 }
2148 else 2124 else
2149 { 2125 {
2150 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]));
2151 new_draw_info (NDI_UNIQUE, 0, op, buf);
2152 abil->last_eat = 0; 2127 abil->last_eat = 0;
2153 } 2128 }
2154 } 2129 }
2130
2155 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 ();
2156} 2206}
2157 2207
2158/** 2208/**
2159 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2160 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2162static void 2212static void
2163apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2164{ 2214{
2165 object *armor; 2215 object *armor;
2166 2216
2167 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))
2168 { 2218 {
2169 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.>");
2170 return; 2220 return;
2171 } 2221 }
2172 2222
2173 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2174 2224
2175 if (!armor) 2225 if (!armor)
2176 { 2226 {
2177 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.");
2178 return; 2228 return;
2179 } 2229 }
2180 2230
2181 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2182 && armor->type != CLOAK 2232 && armor->type != CLOAK
2183 && 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)
2184 { 2234 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2186 return; 2236 return;
2187 } 2237 }
2188 2238
2189 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2190 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2191} 2241}
2192 2242
2193extern void 2243void
2194apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2195{ 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
2196 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2197 { 2252 {
2198 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2199 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2200 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2201 } 2256 }
2257
2202 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2203 { 2259 {
2204 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);
2205 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2206 } 2262 }
2263
2207 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2208 handle_apply_yield (tmp); 2265 poison->destroy ();
2209 decrease_ob (tmp);
2210} 2266}
2211 2267
2212/** 2268/**
2213 * 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
2214 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2215 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2216 * -You are
2217 * ° the owner of the exit
2218 * ° or in the same party as the owner
2219 * 2272 *
2220 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2221 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2222 * 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
2223 */ 2276 */
2224int 2277static object *
2225is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2226{ 2279{
2227 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2228 return 1; /*This is not a 2 way, so it is legal */
2229
2230#if 0 //TODO
2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2232 return 0; /* This is a reset town portal */
2233#endif
2234
2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2236
2237 if (exitmap)
2238 { 2281 {
2239 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2240
2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2243 if (!tmp)
2244 return 0;
2245
2246 for (; tmp; tmp = tmp->above)
2247 { 2283 {
2248 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2249 continue; /*Not an exit */
2250
2251 if (!EXIT_PATH (tmp))
2252 continue; /*Not a valid exit */
2253
2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2255 continue; /*Not in the same place */
2256
2257 if (exit->map->path != EXIT_PATH (tmp))
2258 continue; /*Not in the same map */
2259
2260 /* From here we have found the exit is valid. However we do
2261 * here the check of the exit owner. It is important for the
2262 * town portals to prevent strangers from visiting your appartments
2263 */
2264 if (!exit->race)
2265 return 1; /*No owner, free for all! */
2266
2267 object *exit_owner = 0;
2268
2269 for_all_players (pp)
2270 { 2285 {
2271 if (!pp->ob) 2286 lighter = tmp;
2272 continue;
2273
2274 if (pp->ob->name != exit->race)
2275 continue;
2276
2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2278 break; 2287 break;
2279 } 2288 }
2289 }
2280 2290
2281 if (!exit_owner) 2291 if (!lighter)
2282 return 0; /* No more owner */ 2292 {
2283 2293 who->failmsg (format (
2284 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2285 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2286 2296 &op->name));
2287 if (exit_owner && /*There is a owner */
2288 (op->contr) && /*A player tries to pass */
2289 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2291 return 0; 2297 return 0;
2298 }
2299 }
2292 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));
2293 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2294 } 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
2295 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2296 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)
2297 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 ();
2298} 2613}
2299 2614
2300/** 2615/**
2301 * Main apply handler. 2616 * Main apply handler.
2302 * 2617 *
2305 * Return value: 2620 * Return value:
2306 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2307 * 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
2308 * 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
2309 * 2624 *
2310 * 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
2311 * being applied. 2626 * being applied.
2312 * 2627 *
2313 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2314 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2315 */ 2630 */
2316int 2631static int
2317manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2318{ 2633{
2319 if (tmp->head) 2634 op = op->head_ ();
2320 tmp = tmp->head;
2321 2635
2322 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (op->flag [FLAG_UNPAID] && !op->flag [FLAG_APPLIED])
2323 { 2637 {
2324 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2325 { 2639 {
2326 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
2327 return 1; 2642 return 1;
2328 } 2643 }
2329 else 2644 else
2330 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2331 } 2646 }
2332 2647
2333 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2334 return RESULT_INT (0); 2649 return RESULT_INT (0);
2335 2650
2336 switch (tmp->type) 2651 switch (op->type)
2337 { 2652 {
2338 case CF_HANDLE: 2653 case T_HANDLE:
2339 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2340 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2341 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2342 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2343 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2344 push_button (tmp); 2659 push_button (op, who);
2345 return 1; 2660 return 1;
2346 2661
2347 case TRIGGER: 2662 case TRIGGER:
2348 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2349 { 2664 {
2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2352 } 2667 }
2353 else 2668 else
2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2355 2670
2356 return 1; 2671 return 1;
2357 2672
2358 case EXIT: 2673 case EXIT:
2359 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2360 return 0; 2675 return 0;
2361 2676
2362 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2363 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)));
2364 else 2679 else
2365 { 2680 {
2366 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2369 2684
2370 op->enter_exit (tmp); 2685 who->enter_exit (op);
2371 } 2686 }
2372 2687
2373 return 1; 2688 return 1;
2374 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
2375 case SIGN: 2695 case SIGN:
2376 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2377 return 1; 2697 return 1;
2378 2698
2379 case BOOK: 2699 case BOOK:
2380 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2381 { 2701 {
2382 apply_book (op, tmp); 2702 apply_book (who, op);
2383 return 1; 2703 return 1;
2384 } 2704 }
2385 else 2705 else
2386 return 0; 2706 return 0;
2387 2707
2388 case SKILLSCROLL: 2708 case SKILLSCROLL:
2389 if (op->type == PLAYER) 2709 if (who->type == PLAYER)
2390 { 2710 {
2391 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2392 return 1; 2712 return 1;
2393 } 2713 }
2394 else 2714 else
2395 return 0; 2715 return 0;
2396 2716
2397 case SPELLBOOK: 2717 case SPELLBOOK:
2398 if (op->type == PLAYER) 2718 if (who->type == PLAYER)
2399 { 2719 {
2400 apply_spellbook (op, tmp); 2720 apply_spellbook (who, op);
2401 return 1; 2721 return 1;
2402 } 2722 }
2403 else 2723 else
2404 return 0; 2724 return 0;
2405 2725
2406 case SCROLL: 2726 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2727 apply_scroll (who, op, 0);
2408 return 1; 2728 return 1;
2409 2729
2410 case POTION: 2730 case POTION:
2411 apply_potion (op, tmp); 2731 apply_potion (who, op);
2412 return 1; 2732 return 1;
2413 2733
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2735 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2736 case CLOSE_CON:
2417 apply_container (op, tmp->env); 2737 apply_container (who, op->env);
2418 return 1; 2738 return 1;
2419 2739
2420 case CONTAINER: 2740 case CONTAINER:
2421 apply_container (op, tmp); 2741 apply_container (who, op);
2422 return 1; 2742 return 1;
2423 2743
2424 case TREASURE: 2744 case TREASURE:
2425 if (op->type == PLAYER) 2745 if (who->type == PLAYER)
2426 { 2746 {
2427 apply_treasure (op, tmp); 2747 apply_treasure (who, op);
2428 return 1; 2748 return 1;
2429 } 2749 }
2430 else 2750 else
2431 return 0; 2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2432 2757
2433 case WEAPON: 2758 case WEAPON:
2434 case ARMOUR: 2759 case ARMOUR:
2435 case BOOTS: 2760 case BOOTS:
2436 case GLOVES: 2761 case GLOVES:
2443 case CLOAK: 2768 case CLOAK:
2444 case WAND: 2769 case WAND:
2445 case ROD: 2770 case ROD:
2446 case HORN: 2771 case HORN:
2447 case SKILL: 2772 case SKILL:
2773 case SPELL:
2448 case BOW: 2774 case BOW:
2449 case LAMP: 2775 case RANGED:
2450 case BUILDER: 2776 case BUILDER:
2451 case SKILL_TOOL: 2777 case SKILL_TOOL:
2452 if (tmp->env != op) 2778 if (op->env != who)
2453 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)));
2454 2780 else
2455 apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2456 return 1; 2783 return 1;
2457 2784
2458 case DRINK: 2785 case DRINK:
2459 case FOOD: 2786 case FOOD:
2460 case FLESH: 2787 case FLESH:
2461 apply_food (op, tmp); 2788 apply_food (who, op);
2462 return 1; 2789 return 1;
2463 2790
2464 case POISON: 2791 case POISON:
2465 apply_poison (op, tmp); 2792 apply_poison (who, op);
2466 return 1; 2793 return 1;
2467 2794
2468 case SAVEBED: 2795 case SAVEBED:
2469 return 1; 2796 return 1;
2470 2797
2471 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2472 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2473 { 2800 {
2474 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2475 return 1; 2802 return 1;
2476 } 2803 }
2477 else 2804 else
2478 return 0; 2805 return 0;
2479 2806
2480 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2481 check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2482 return 1; 2809 return 1;
2483 2810
2484 case CLOCK: 2811 case CLOCK:
2485 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2486 { 2813 {
2487 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2488 timeofday_t tod; 2815 timeofday_t tod;
2489 2816
2490 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2491 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2492 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2493 ((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")
2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2496 return 1; 2824 return 1;
2497 } 2825 }
2498 else 2826 else
2499 return 0; 2827 return 0;
2500 2828
2501 case MENU: 2829 case MENU:
2502 if (op->type == PLAYER) 2830 if (who->type == PLAYER)
2503 { 2831 {
2504 shop_listing (tmp, op); 2832 shop_listing (op, who);
2505 return 1; 2833 return 1;
2506 } 2834 }
2507 else 2835 else
2508 return 0; 2836 return 0;
2509 2837
2510 case POWER_CRYSTAL: 2838 case POWER_CRYSTAL:
2511 apply_power_crystal (op, tmp); /* see egoitem.c */ 2839 apply_power_crystal (who, op); /* see egoitem.c */
2512 return 1; 2840 return 1;
2513 2841
2514 case LIGHTER: /* for lighting torches/lanterns/etc */ 2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2515 if (op->type == PLAYER) 2843 if (who->type == PLAYER)
2516 { 2844 {
2517 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2518 return 1; 2846 return 1;
2519 } 2847 }
2520 else 2848 else
2521 return 0; 2849 return 0;
2522 2850
2523 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2524 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2525 return 1; 2853 return 1;
2526 2854
2527 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2528 return 0; 2857 return 0;
2529 } 2858 }
2530} 2859}
2531 2860
2532 2861/*
2533/* quiet suppresses the "don't know how to apply" and "you must get it first"
2534 * messages as needed by player_apply_below(). But there can still be
2535 * "but you are floating high above the ground" messages.
2536 *
2537 * Same return value as apply() function. 2862 * Same return value as apply() function.
2538 */ 2863 */
2539int 2864bool
2540player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2541{ 2866{
2542 int tmp;
2543
2544 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2545 { 2868 {
2546 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2547 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2548 { 2871 {
2549 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.>");
2550 return 0; 2875 return 0;
2551 } 2876 }
2552 } 2877 }
2553 2878
2554 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2555 * applied.
2556 */
2557 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2558 {
2559 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2560 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2561 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2562 op->destroy ();
2563 return 1;
2564 }
2565
2566 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2567 2880
2568 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2569 if (!quiet)
2570 {
2571 if (tmp == 0)
2572 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2573 else if (tmp == 2)
2574 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2575 }
2576 return tmp;
2577} 2882}
2578 2883
2579/** 2884/**
2580 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2581 * 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
2592 * 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
2593 * 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
2594 * 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
2595 * not return a proper value. 2900 * not return a proper value.
2596 */ 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?
2597 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)
2598 { 2905 {
2599 next = tmp->below; 2906 next = tmp->below;
2600 2907
2601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2602 floors++;
2603 else if (floors > 0)
2604 return; /* process only floor objects after first floor object */
2605
2606 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2607 * person moving on it, also activate. Added code to make it
2608 * so that at least one of players movement types be that which
2609 * the item needs.
2610 */ 2909 */
2611 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2612 {
2613 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2614 return; 2912 break;
2615 } 2913
2616 if (floors >= 2) 2914 break;
2617 return; /* process at most two floor objects */
2618 } 2915 }
2619} 2916}
2620 2917
2621/** 2918/**
2622 * Unapplies specified item. 2919 * Unapplies specified item.
2629{ 2926{
2630 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))
2631 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2632 return RESULT_INT (0); 2929 return RESULT_INT (0);
2633 2930
2634 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2635 2933
2636 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2637 2935
2638 switch (op->type) 2936 switch (op->type)
2639 { 2937 {
2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2640 case WEAPON: 2949 case WEAPON:
2641 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2642
2643 change_abil (who, op); 2951 change_abil (who, op);
2644 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2952 who->flag [FLAG_READY_WEAPON] = false;
2645 2953
2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons
2646 if (who->contr) 2957 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0);
2960
2961 break;
2962
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2647 { 2969 {
2648 if (who->contr->combat_ob == op) 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2649 who->contr->combat_ob = 0; 2971 change_abil (who, op);
2650
2651 if (who->current_weapon == op)
2652 who->current_weapon = 0;
2653 } 2972 }
2654 2973 else
2655 clear_skill (who);
2656 break;
2657
2658 case SKILL: /* allows objects to impart skills */
2659 case SKILL_TOOL:
2660 if (op != who->chosen_skill)
2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2662
2663 if (who->contr)
2664 { 2974 {
2665 if (!op->invisible) 2975 who->change_skill (0);
2666 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2976
2977 if (op->type == BOW)
2978 op->flag [FLAG_READY_BOW ] = false;
2667 else 2979 else
2668 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;
2669 } 2981 }
2670 2982
2671 change_abil (who, op);
2672 who->chosen_skill = 0;
2673 CLEAR_FLAG (who, FLAG_READY_SKILL);
2674 break; 2983 break;
2675 2984
2676 case ARMOUR: 2985 case ARMOUR:
2677 case HELMET: 2986 case HELMET:
2678 case SHIELD: 2987 case SHIELD:
2681 case GLOVES: 2990 case GLOVES:
2682 case AMULET: 2991 case AMULET:
2683 case GIRDLE: 2992 case GIRDLE:
2684 case BRACERS: 2993 case BRACERS:
2685 case CLOAK: 2994 case CLOAK:
2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2687 change_abil (who, op); 2996 change_abil (who, op);
2688 break; 2997 break;
2689 2998
2690 case LAMP: 2999 case SPELL:
2691 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2692 tmp2 = arch_to_object (op->other_arch);
2693 tmp2->x = op->x;
2694 tmp2->y = op->y;
2695 tmp2->map = op->map;
2696 tmp2->below = op->below;
2697 tmp2->above = op->above;
2698 tmp2->stats.food = op->stats.food;
2699 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2700
2701 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2702 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2703
2704 if (who->contr)
2705 esrv_del_item (who->contr, op->count);
2706
2707 op->destroy ();
2708 insert_ob_in_ob (tmp2, who);
2709 who->update_stats ();
2710
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->contr)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719
2720 if (who->contr)
2721 esrv_send_item (who, tmp2);
2722
2723 return 1; /* otherwise, an attempt to drop causes problems */
2724
2725 case BOW: 3000 case BUILDER:
2726 case WAND: 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2727 case ROD:
2728 case HORN:
2729 clear_skill (who);
2730
2731 if (who->contr)
2732 {
2733 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2734
2735 if (who->contr->ranged_ob == op)
2736 who->contr->ranged_ob = 0;
2737
2738 if (who->current_weapon == op)
2739 who->current_weapon = 0;
2740 }
2741 else
2742 {
2743 if (op->type == BOW)
2744 CLEAR_FLAG (who, FLAG_READY_BOW);
2745 else
2746 CLEAR_FLAG (who, FLAG_READY_RANGE);
2747 }
2748
2749 break; 3002 break;
2750 3003
2751 case BUILDER: 3004 //case SKILL_TOOL://TODO
2752 if (who->contr) 3005 default:
2753 { 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2755
2756 if (who->contr->ranged_ob == op)
2757 who->contr->ranged_ob = 0;
2758 }
2759 break; 3007 break;
2760
2761 default:
2762 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2763 break;
2764 } 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);
2765 3013
2766 who->update_stats (); 3014 who->update_stats ();
2767
2768 if (!(aflags & AP_NO_MERGE))
2769 {
2770 object *tmp = merge_ob (op, 0);
2771
2772 if (who->contr)
2773 {
2774 if (tmp)
2775 { /* it was merged */
2776 esrv_del_item (who->contr, op->count);
2777 op = tmp;
2778 }
2779
2780 esrv_send_item (who, op);
2781 }
2782 }
2783 3015
2784 return 0; 3016 return 0;
2785} 3017}
2786 3018
2787/** 3019/**
2788 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
2789 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
2790 * then go through the below of this. In this way, you can do 3022 * then go through the below of this. In this way, you can do
2791 * something like: 3023 * something like:
2792 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
2793 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2794 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
2795 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
2796 * loc is the index into the array we are looking for a match. 3028 * loc is the index into the array we are looking for a match.
2797 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
2798 * invisible other objects that use 3030 * invisible other objects that use
2799 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
2800 */ 3032 */
2801static object * 3033static object *
2802get_item_from_body_location (int loc, object *start) 3034get_next_item_from_body_location (int loc, object *start)
2803{ 3035{
2804 if (start)
2805 for (object *tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
2806 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 3037 if (tmp->flag [FLAG_APPLIED]
3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
2807 return tmp; 3040 return tmp;
2808 3041
2809 return 0; 3042 return 0;
2810} 3043}
2811 3044
2812/** 3045/**
2818 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
2819 * 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
2820 * 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
2821 * another function that does just that. 3054 * another function that does just that.
2822 */ 3055 */
2823int 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
2824unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
2825{ 3064{
2826 if (op->is_range ()) 3065 if (op->is_range ())
2827 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2829 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)))
2830 { 3069 {
2831 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
2833 else 3072 else
2834 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
2835 } 3074 }
2836 else 3075 else
2837 { 3076 {
2838 /* 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.
2839 * 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
2840 * at least generate the message. 3079 * at least generate the message.
2841 */ 3080 */
2842 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)));
2843 return 1; 3082 return 1;
2844 } 3083 }
2845 3084
2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2847 { 3086 {
2853 /* We do a while loop - may need to remove several items in order 3092 /* We do a while loop - may need to remove several items in order
2854 * to free up enough slots. 3093 * to free up enough slots.
2855 */ 3094 */
2856 while ((who->slot[i].used + op->slot[i].info) < 0) 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
2857 { 3096 {
2858 object *tmp = get_item_from_body_location (i, last); 3097 object *tmp = get_next_item_from_body_location (i, last);
2859 3098
2860 if (!tmp) 3099 if (!tmp)
2861 { 3100 {
2862#if 0 3101#if 0
2863 /* Not a bug - we'll get this if the player has cursed items 3102 /* Not a bug - we'll get this if the player has cursed items
2870 3109
2871 /* 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 */
2872 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))))
2873 { 3112 {
2874 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
2876 else 3115 else
2877 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
2878 } 3117 }
2879 else 3118 else
2880 { 3119 {
2881 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
2882 * 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,
2883 * 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
2884 * one cursed ring.) 3123 * one cursed ring.)
2885 */ 3124 */
2886 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)));
2887 } 3126 }
2888 3127
2889 last = tmp->below; 3128 last = tmp->below;
2890 } 3129 }
2891 /* 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
2901 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
2902 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
2903 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
2904 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3144 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2906 * is set, do we really are what the other flags may be?) 3145 * is set, do we really care what the other flags may be?)
2907 * 3146 *
2908 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
2909 * these return values. 3148 * these return values.
2910 */ 3149 */
2911int 3150int
2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2921 { 3160 {
2922 if (op->slot[i].info) 3161 if (op->slot[i].info)
2923 { 3162 {
2924 /* Item uses more slots than we have */ 3163 /* Item uses more slots than we have */
2925 if (abs (op->slot[i].info) > who->slot[i].info) 3164 if (who->slot[i].info + op->slot [i].info < 0)
2926 { 3165 {
2927 /* Could return now for efficiency - rest of info below isn't 3166 /* Could return now for efficiency - rest of info below isn't
2928 * really needed. 3167 * really needed.
2929 */ 3168 */
2930 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
2931 } 3170 }
2932 else if ((who->slot[i].used + op->slot[i].info) < 0) 3171 else if (who->slot[i].used + op->slot[i].info < 0)
2933 { 3172 {
2934 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
2935 * we have. 3174 * we have.
2936 */ 3175 */
2937 3176
2942 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
2943 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
2944 * may be two handed for example. 3183 * may be two handed for example.
2945 */ 3184 */
2946 if (ws) 3185 if (ws)
2947 {
2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0) 3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2949 { 3187 {
2950 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 3189 continue;
2952 } 3190 }
2953 }
2954 3191
2955 object *tmp1 = get_item_from_body_location (i, who->inv); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2956 if (!tmp1) 3193 if (!tmp1)
2957 {
2958#if 0
2959 /* This is sort of an error, but happens a lot when old players
2960 * join in with more stuff equipped than they are now allowed.
2961 */
2962 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2963#endif
2964 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
2965 }
2966 else 3195 else
2967 { 3196 {
2968 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
2969 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
2970 * to apply multiple objects 3199 * to apply multiple objects
2971 */ 3200 */
2972 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3202
2973 if (!tmp) 3203 if (!tmp)
2974 tmp = tmp1; 3204 tmp = tmp1;
2975 else if (tmp != tmp1) 3205 else if (tmp != tmp1)
2976 retval |= CAN_APPLY_UNAPPLY_MULT; 3206 retval |= CAN_APPLY_UNAPPLY_MULT;
2977 3207
3020 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3021 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3022 } 3252 }
3023 3253
3024 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;
3025} 3344}
3026 3345
3027/** 3346/**
3028 * 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.
3029 * 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,
3039 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3040 * 3359 *
3041 * Optional flags: 3360 * Optional flags:
3042 * 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
3043 * 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
3044 * 3364 *
3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3046 * 3366 *
3047 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3048 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3049int 3373int
3050apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3051{ 3375{
3052 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3053 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3054 3378
3055 if (who == NULL) 3379 if (who == NULL)
3056 { 3380 {
3057 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3068 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3069 return 0; 3393 return 0;
3070 3394
3071 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)))
3072 { 3396 {
3073 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)));
3074 return 1; 3398 return 1;
3075 } 3399 }
3076 3400
3077 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3078 } 3402 }
3079
3080 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3081 return 0; 3404 return 0;
3405
3406 splay (op);
3082 3407
3083 /* 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 */
3084 if (int i = can_apply_object (who, op)) 3409 if (int i = can_apply_object (who, op))
3085 { 3410 {
3086 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3087 { 3412 {
3088 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)));
3089 return 1; 3414 return 1;
3090 } 3415 }
3091 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3092 { 3417 {
3093 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 ));
3094 return 1; 3423 return 1;
3095 } 3424 }
3096 3425
3097 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3098 { 3427 {
3102 } 3431 }
3103 else 3432 else
3104 { 3433 {
3105 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))
3106 { 3435 {
3107 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:");
3108 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3109 return 1; 3438 return 1;
3110 } 3439 }
3111 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))
3112 if (unapply_for_ob (who, op, aflags)) 3441 if (unapply_for_ob (who, op, aflags))
3114 } 3443 }
3115 } 3444 }
3116 3445
3117 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3118 { 3447 {
3448 // try to ready attached skill first
3119 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3120 3450
3121 if (!skop) 3451 if (!skop)
3122 { 3452 {
3123 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));
3124 return 1; 3454 return 1;
3125 } 3455 }
3126 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3127 /* While experience will be credited properly, we want to change the
3128 * skill so that the dam and wc get updated
3129 */ 3457 {
3130 change_skill (who, skop, 0); 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3131 } 3459 return 1;
3132 3460 }
3133 if (who->type == PLAYER
3134 && op->item_power
3135 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3136 { 3461 }
3137 new_draw_info (NDI_UNIQUE, 0, who, 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3138 "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);
3139 "[use the skills command to check your available item power]");
3140 return 1; 3466 return 1;
3141 } 3467 }
3142 3468
3143 /* 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.
3144 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3145 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3146 */ 3472 */
3147 if (op->nrof > 1) 3473
3148 tmp = get_split_ob (op, op->nrof - 1); 3474 // split away all the other items from the stack, so only one item is left
3149 else 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3150 tmp = 0;
3151 3476
3152 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)))
3153 return RESULT_INT (0); 3478 return RESULT_INT (0);
3154 3479
3155 switch (op->type) 3480 switch (op->type)
3156 { 3481 {
3157 case WEAPON: 3482 case WEAPON:
3158 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3159 {
3160 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3161 "It would consume your soul!.");
3162
3163 if (tmp)
3164 insert_ob_in_ob (tmp, who);
3165
3166 return 1;
3167 }
3168
3169 //TODO: this obviously fails for players using a shorter prefix
3170 // i.e. "R" can use Ragnarok's sword.
3171 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3172 { 3484 {
3173 /* 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. */
3174 /* (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) */
3175 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. "
3176 3488 "H<Its name indicates that it belongs to somebody else.>");
3177 if (tmp) 3489 if (tmp) who->insert (tmp);
3178 insert_ob_in_ob (tmp, who);
3179
3180 return 1; 3490 return 1;
3181 } 3491 }
3182 3492
3183 if (!skop) 3493 op->flag [FLAG_APPLIED] = true;
3494
3495 if (player *pl = who->contr)
3184 { 3496 {
3185 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)));
3186 return 1; 3498 change_abil (who, op);
3187 } 3499 }
3188 3500 else
3189 SET_FLAG (op, FLAG_APPLIED);
3190 change_skill (who, skop, 1); 3501 who->change_skill (skop);
3191 3502
3192 if (who->contr) 3503 op->flag [FLAG_READY_WEAPON] = true;
3193 who->set_weapon (who->contr->combat_ob = op);
3194
3195 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3196 SET_FLAG (who, FLAG_READY_WEAPON);
3197
3198 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3199
3200 change_abil (who, op);
3201 break; 3504 break;
3202 3505
3203 case ARMOUR: 3506 case ARMOUR:
3204 case HELMET: 3507 case HELMET:
3205 case SHIELD: 3508 case SHIELD:
3209 case BRACERS: 3512 case BRACERS:
3210 case CLOAK: 3513 case CLOAK:
3211 case RING: 3514 case RING:
3212 case AMULET: 3515 case AMULET:
3213 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3214 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3215 change_abil (who, op); 3518 change_abil (who, op);
3216 break; 3519 break;
3217 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
3218 case LAMP: 3528 case SKILL:
3219 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3220 { 3530 {
3221 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);
3222 return 1; 3584 return 1;
3223 } 3585 }
3224 3586
3225 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3226 tmp2 = arch_to_object (op->other_arch);
3227 tmp2->stats.food = op->stats.food;
3228 SET_FLAG (tmp2, FLAG_APPLIED);
3229
3230 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3231 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3232
3233 insert_ob_in_ob (tmp2, who);
3234
3235 /* Remove the old lantern */
3236 if (who->type == PLAYER)
3237 esrv_del_item (who->contr, op->count);
3238
3239 op->destroy ();
3240
3241 /* insert the portion that was split off */
3242 if (tmp)
3243 {
3244 insert_ob_in_ob (tmp, who);
3245 if (who->type == PLAYER)
3246 esrv_send_item (who, tmp);
3247 }
3248
3249 who->update_stats ();
3250
3251 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3252 if (who->type == PLAYER)
3253 {
3254 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3255 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3256 }
3257
3258 if (who->type == PLAYER)
3259 esrv_send_item (who, tmp2);
3260
3261 return 0;
3262
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL:
3266 if (who->chosen_skill)
3267 {
3268 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3269 return 1;
3270 }
3271
3272 if (player *pl = who->contr) 3587 if (player *pl = who->contr)
3273 { 3588 {
3274 if (IS_COMBAT_SKILL (op->subtype)) 3589 op->flag [FLAG_APPLIED] = true;
3275 { 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3276 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3591 change_abil (who, op);
3277 {
3278 for (object *item = who->inv; item; item = item->below)
3279 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3280 {
3281 who->set_weapon (pl->combat_ob = item);
3282 goto found_weapon;
3283 }
3284
3285 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3286 return 1;
3287
3288 found_weapon:;
3289 }
3290 else
3291 who->set_weapon (pl->combat_ob = op);
3292 }
3293 else if (IS_RANGED_SKILL (op->subtype))
3294 {
3295 if (skill_flags [op->subtype] & SF_NEED_BOW)
3296 {
3297 for (object *item = who->inv; item; item = item->below)
3298 if (item->type == BOW && item->flag [FLAG_APPLIED])
3299 {
3300 who->set_weapon (pl->ranged_ob = item);
3301 goto found_bow;
3302 }
3303
3304 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3305 return 1;
3306
3307 found_bow:;
3308 }
3309 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3310 {
3311 for (object *item = who->inv; item; item = item->below)
3312 if (item->flag [FLAG_APPLIED]
3313 && (item->type == WAND || item->type == ROD || item->type == HORN))
3314 {
3315 who->set_weapon (pl->ranged_ob = item);
3316 goto found_item;
3317 }
3318
3319 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3320 return 1;
3321
3322 found_item:;
3323 }
3324 else
3325 who->set_weapon (pl->ranged_ob = op);
3326 }
3327
3328 if (!op->invisible)
3329 {
3330 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3331 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3332 }
3333 else
3334 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3335 } 3592 }
3336
3337 SET_FLAG (op, FLAG_APPLIED);
3338 change_abil (who, op);
3339 who->chosen_skill = op;
3340 SET_FLAG (who, FLAG_READY_SKILL);
3341 break; 3593 break;
3342 3594
3343 case BOW: 3595 case RANGED:
3344 if (!check_weapon_power (who, op->last_eat)) 3596 if (player *pl = who->contr)
3345 { 3597 {
3346 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3598 op->flag [FLAG_APPLIED] = true;
3347 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3348
3349 if (tmp)
3350 insert_ob_in_ob (tmp, who);
3351
3352 return 1;
3353 } 3600 }
3601 break;
3354 3602
3355 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3603 case SPELL:
3604 if (player *pl = who->contr)
3356 { 3605 {
3357 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3606 op->flag [FLAG_APPLIED] = true;
3358 if (tmp) 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3359 insert_ob_in_ob (tmp, who);
3360
3361 return 1;
3362 } 3608 }
3609 break;
3363 3610
3364 /*FALLTHROUGH*/ 3611 /*FALLTHROUGH*/
3365 case WAND: 3612 case WAND:
3366 case ROD: 3613 case ROD:
3367 case HORN: 3614 case HORN:
3368 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3369 3616
3370 if (!skop) 3617 if (!skop)
3371 { 3618 {
3372 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);
3373 return 1; 3621 return 1;
3374 } 3622 }
3375 3623
3376 SET_FLAG (op, FLAG_APPLIED); 3624 op->flag [FLAG_APPLIED] = true;
3377 change_skill (who, skop, 0);
3378 3625
3379 if (who->contr) 3626 if (player *pl = who->contr)
3380 { 3627 {
3381 who->contr->ranged_ob = op; 3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3382
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3384 3629
3385 if (op->type == BOW) 3630 if (op->type == BOW)
3386 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3387 who->current_weapon = op; 3632
3388 change_abil (who, op); 3633 change_abil (who, op);
3389 new_draw_info_format (NDI_UNIQUE, 0, who,
3390 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3391 }
3392 } 3634 }
3393 else 3635 else
3394 { 3636 {
3637 who->change_skill (skop);
3638
3395 if (op->type == BOW) 3639 if (op->type == BOW)
3396 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3397 else 3641 else
3398 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3399 } 3643 }
3400 3644
3401 break; 3645 break;
3402 3646
3403 case BUILDER: 3647 case BUILDER:
3404 if (who->type == PLAYER) 3648 if (player *pl = who->contr)
3405 { 3649 {
3406 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3407 unapply_special (who, who->contr->ranged_ob, 0); 3651 //TODO: change_abil?
3408
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3410
3411 who->contr->ranged_ob = op;
3412 } 3652 }
3413 break; 3653 break;
3414 3654
3415 default: 3655 default:
3416 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3417 } /* end of switch op->type */ 3657 }
3418 3658
3419 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3420 3660
3421 if (tmp) 3661 if (tmp) who->insert (tmp);
3422 tmp = insert_ob_in_ob (tmp, who);
3423 3662
3424 who->update_stats (); 3663 who->update_stats ();
3425 3664
3426 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3427 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3429 */ 3668 */
3430 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)
3431 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3432 3671
3433 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3434 {
3435 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3436 { 3674 {
3437 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 );
3438 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3439 } 3680 }
3440 }
3441 3681
3442 if (who->type == PLAYER) 3682 if (object *pl = op->visible_to ())
3443 {
3444 /* if multiple objects were applied, update both slots */
3445 if (tmp)
3446 esrv_send_item (who, tmp);
3447
3448 esrv_send_item (who, op); 3683 esrv_send_item (pl, op);
3449 }
3450 3684
3451 return 0; 3685 return 0;
3452}
3453
3454int
3455monster_apply_special (object *who, object *op, int aflags)
3456{
3457 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3458 return 1;
3459 return apply_special (who, op, aflags);
3460} 3686}
3461 3687
3462/** 3688/**
3463 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3464 * 3690 *
3467int 3693int
3468auto_apply (object *op) 3694auto_apply (object *op)
3469{ 3695{
3470 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3471 int i; 3697 int i;
3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3472 3700
3473 switch (op->type) 3701 switch (op->type)
3474 { 3702 {
3475 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3476 if (!op->has_random_items ()) 3704 if (!op->has_random_items ())
3478 3706
3479 do 3707 do
3480 { 3708 {
3481 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3482 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3483 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
3484 if (tmp == NULL) 3716 if (tmp == NULL)
3485 return 0; 3717 return 0;
3718
3486 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3487 { 3720 {
3488 tmp->destroy (); 3721 tmp->destroy ();
3489 tmp = NULL; 3722 tmp = NULL;
3490 } 3723 }
3493 3726
3494 tmp->x = op->x; 3727 tmp->x = op->x;
3495 tmp->y = op->y; 3728 tmp->y = op->y;
3496 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3497 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3498 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3499 identify (tmp); 3731 identify (tmp);
3500 break; 3732 break;
3501 3733
3502 case TREASURE: 3734 case TREASURE:
3503 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3510 /* 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,
3511 * 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
3512 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3513 * that is put inside other objects. 3745 * that is put inside other objects.
3514 */ 3746 */
3515 for (tmp = op->inv; tmp; tmp = tmp2)
3516 {
3517 tmp2 = tmp->below;
3518 tmp->remove ();
3519
3520 if (op->env) 3747 if (op->env)
3521 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3522 else 3749 op->env->insert (op->inv);
3523 tmp->destroy ();
3524 }
3525 3750
3526 op->destroy (); 3751 op->destroy ();
3527 break; 3752 break;
3528 } 3753 }
3529 return tmp ? 1 : 0; 3754
3755 return !!tmp;
3530} 3756}
3531 3757
3532/** 3758/**
3533 * 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
3534 * is loaded or swapped in and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3548 3774
3549 if (tmp->inv) 3775 if (tmp->inv)
3550 { 3776 {
3551 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3552 3778
3553 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3554 { 3780 {
3555 invnext = invtmp->below; 3781 invnext = invtmp->below;
3556 3782
3557 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3558 auto_apply (invtmp); 3784 auto_apply (invtmp);
3559 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3560 { 3786 {
3561 while ((invtmp->stats.hp--) > 0) 3787 while (invtmp->stats.hp-- > 0)
3562 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3563 3789
3564 invtmp->randomitems = NULL; 3790 invtmp->randomitems = NULL;
3565 } 3791 }
3566 else if (invtmp && invtmp->arch 3792 else if (invtmp && invtmp->arch
3571 * treasure again for this object 3797 * treasure again for this object
3572 */ 3798 */
3573 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3574 } 3800 }
3575 } 3801 }
3802
3576 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3577 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3578 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3579 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3580 * MSW 2004-05-13 3807 * MSW 2004-05-13
3584 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3585 */ 3812 */
3586 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3587 || 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)
3588 tmp->randomitems = NULL; 3815 tmp->randomitems = NULL;
3589
3590 } 3816 }
3591 3817
3592 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3593 auto_apply (tmp); 3819 auto_apply (tmp);
3594 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 ())
3627 } 3853 }
3628 3854
3629 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3630 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3856 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3631 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3632 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3633} 3859}
3634 3860
3635/** 3861/**
3636 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3637 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3638 * that doesn't work with the new spell code. Since we know what 3864 * that doesn't work with the new spell code. Since we know what
3639 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3640 */ 3866 */
3641
3642void 3867void
3643eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3644{ 3869{
3645 object *force; 3870 object *force;
3646 int i, did_one = 0; 3871 int i, did_one = 0;
3647 sint8 k;
3648 3872
3649 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3650 3876
3651 for (i = 0; i < NUM_STATS; i++)
3652 {
3653 k = get_attr_value (&food->stats, i);
3654 if (k)
3655 {
3656 set_attr_value (&force->stats, i, k);
3657 did_one = 1;
3658 }
3659 }
3660
3661 /* check if we can protect the eater */
3662 for (i = 0; i < NROFATTACKS; i++)
3663 {
3664 if (food->resist[i] > 0)
3665 {
3666 force->resist[i] = food->resist[i] / 2;
3667 did_one = 1;
3668 }
3669 }
3670
3671 if (did_one)
3672 {
3673 force->set_speed (0.1);
3674 /* bigger morsel of food = longer effect time */ 3877 /* bigger morsel of food = longer effect time */
3675 force->duration = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3676 SET_FLAG (force, FLAG_APPLIED); 3879
3677 change_abil (who, force); 3880 if (force = who->force_find (key))
3678 insert_ob_in_ob (force, who); 3881 {
3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3679 } 3891 }
3680 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3681 force->destroy (); 3923 force->destroy ();
3924 }
3682 3925
3683 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3684 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3685 { 3928 {
3686 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3687 { 3930 {
3688 assign (who->contr->killer, food->name); 3931 who->contr->killer = food;
3689 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3690 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3691 } 3934 }
3692 else 3935 else
3693 { 3936 {
3694 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3695 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3696 else 3939 else
3697 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3698 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3699 } 3943 }
3700 } 3944 }
3945
3701 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3702 { 3947 {
3703 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3704 { 3949 {
3705 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3706 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3707 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3708 who->stats.sp = 0; 3953 who->stats.sp = 0;
3709 } 3954 }
3710 else 3955 else
3711 { 3956 {
3712 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3713 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3714 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3715 } 3960 }
3716 } 3961 }
3962
3717 who->update_stats (); 3963 who->update_stats ();
3718}
3719
3720/**
3721 * Designed primarily to light torches/lanterns/etc.
3722 * Also burns up burnable material too. First object in the inventory is
3723 * the selected object to "burn". -b.t.
3724 */
3725void
3726apply_lighter (object *who, object *lighter)
3727{
3728 object *item;
3729 int is_player_env = 0;
3730
3731 item = find_marked_object (who);
3732 if (item)
3733 {
3734 if (lighter->last_eat && lighter->stats.food)
3735 { /* lighter gets used up */
3736 /* Split multiple lighters if they're being used up. Otherwise *
3737 * one charge from each would be used up. --DAMN */
3738 if (lighter->nrof > 1)
3739 {
3740 object *oneLighter = lighter->clone ();
3741
3742 lighter->nrof -= 1;
3743 oneLighter->nrof = 1;
3744 oneLighter->stats.food--;
3745 esrv_send_item (who, lighter);
3746 oneLighter = insert_ob_in_ob (oneLighter, who);
3747 esrv_send_item (who, oneLighter);
3748 }
3749 else
3750 lighter->stats.food--;
3751 }
3752 else if (lighter->last_eat)
3753 { /* no charges left in lighter */
3754 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3755 return;
3756 }
3757
3758 /* Perhaps we should split what we are trying to light on fire?
3759 * I can't see many times when you would want to light multiple
3760 * objects at once.
3761 */
3762
3763 if (who == item->in_player ())
3764 is_player_env = 1;
3765
3766 save_throw_object (item, AT_FIRE, who);
3767
3768 if (item->destroyed ())
3769 {
3770 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3771 /* Need to update the player so that the players glow radius
3772 * gets changed.
3773 */
3774 if (is_player_env)
3775 who->update_stats ();
3776 }
3777 else
3778 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3779 }
3780 else /* nothing to light */
3781 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3782
3783}
3784
3785/**
3786 * op made some mistake with a scroll, this takes care of punishment.
3787 * scroll_failure()- hacked directly from spell_failure
3788 */
3789void
3790scroll_failure (object *op, int failure, int power)
3791{
3792 if (abs (failure / 4) > power)
3793 power = abs (failure / 4); /* set minimum effect */
3794
3795 if (failure <= -1 && failure > -15)
3796 { /* wonder */
3797 object *tmp;
3798
3799 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3800 tmp = get_archetype (SPELL_WONDER);
3801 cast_wonder (op, op, 0, tmp);
3802 tmp->destroy ();
3803 }
3804 else if (failure <= -15 && failure > -35)
3805 { /* drain mana */
3806 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3807 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3808 if (op->stats.sp < 0)
3809 op->stats.sp = 0;
3810 }
3811 else if (settings.spell_failure_effects == TRUE)
3812 {
3813 if (failure <= -35 && failure > -60)
3814 { /* confusion */
3815 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3816 confuse_player (op, op, power);
3817 }
3818 else if (failure <= -60 && failure > -70)
3819 { /* paralysis */
3820 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3821 paralyze_player (op, op, power);
3822 }
3823 else if (failure <= -70 && failure > -80)
3824 { /* blind */
3825 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3826 blind_player (op, op, power);
3827 }
3828 else if (failure <= -80)
3829 { /* blast the immediate area */
3830 object *tmp = get_archetype (LOOSE_MANA);
3831 cast_magic_storm (op, tmp, power);
3832 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3833 tmp->destroy ();
3834 }
3835 }
3836} 3964}
3837 3965
3838void 3966void
3839apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
3840{ 3968{
3857 */ 3985 */
3858 int i, j; 3986 int i, j;
3859 3987
3860 for (i = 0; i < NUM_STATS; i++) 3988 for (i = 0; i < NUM_STATS; i++)
3861 { 3989 {
3862 sint8 stat = get_attr_value (stats, i); 3990 int race_bonus = pl->arch->stats.stat (i);
3863 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
3864 3992
3865 stat += get_attr_value (ns, i);
3866 if (stat > 20 + race_bonus) 3993 if (stat > 20 + race_bonus)
3867 { 3994 {
3868 excess_stat++; 3995 excess_stat++;
3869 stat = 20 + race_bonus; 3996 stat = 20 + race_bonus;
3870 } 3997 }
3871 set_attr_value (stats, i, stat); 3998
3999 stats->stat (i) = stat;
3872 } 4000 }
3873 4001
3874 for (j = 0; excess_stat > 0 && j < 100; j++) 4002 for (j = 0; excess_stat > 0 && j < 100; j++)
3875 { /* try 100 times to assign excess stats */ 4003 { /* try 100 times to assign excess stats */
3876 int i = rndm (0, 6); 4004 int i = rndm (0, 6);
3877 int stat = get_attr_value (stats, i);
3878 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3879 4005
3880 if (i == CHA) 4006 if (i == CHA)
3881 continue; /* exclude cha from this */ 4007 continue; /* exclude cha from this */
4008
4009 int stat = stats->stat (i);
4010 int race_bonus = pl->arch->stats.stat (i);
3882 if (stat < 20 + race_bonus) 4011 if (stat < 20 + race_bonus)
3883 { 4012 {
3884 change_attr_value (stats, i, 1); 4013 change_attr_value (stats, i, 1);
3885 excess_stat--; 4014 excess_stat--;
3886 } 4015 }
3887 } 4016 }
3888 4017
3889 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
3890 * the player ref: player.c 4019 * the player ref: player.c
3891 */ 4020 */
3892 if (change->randomitems != NULL) 4021 if (change->randomitems)
3893 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
3894
3895 4023
3896 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
3897 4025
3898 /* first, look for the force object banning 4026 /* first, look for the force object banning
3899 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
3900 */ 4028 */
3901 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
3902 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
3903 flag_change_face = 0; 4031 flag_change_face = 0;
3904 4032
3905 if (flag_change_face) 4033 if (flag_change_face)
3906 { 4034 {
3907 pl->animation_id = GET_ANIM_ID (change);
3908 pl->face = change->face; 4035 pl->face = change->face;
3909 4036 pl->animation_id = change->animation_id;
3910 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3911 SET_FLAG (pl, FLAG_ANIMATE);
3912 else
3913 CLEAR_FLAG (pl, FLAG_ANIMATE);
3914 } 4038 }
3915 4039
3916 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
3917 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3918 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
3919 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3920 4044
3921 break; 4045 break;
3922 } 4046 }
3923 } 4047 }
3924} 4048}
3925 4049
3926/**
3927 * This handles items of type 'transformer'.
3928 * Basically those items, used with a marked item, transform both items into something
3929 * else.
3930 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3931 * Change information is contained in the 'slaying' field of the marked item.
3932 * The format is as follow: transformer:[number ]yield[;transformer:...].
3933 * This way an item can be transformed in many things, and/or many objects.
3934 * The 'slaying' field for transformer is used as verb for the action.
3935 */
3936void
3937apply_item_transformer (object *pl, object *transformer)
3938{
3939 object *marked;
3940 object *new_item;
3941 char *find;
3942 char *separator;
3943 int yield;
3944 char got[MAX_BUF];
3945 int len;
3946
3947 if (!pl || !transformer)
3948 return;
3949 marked = find_marked_object (pl);
3950 if (!marked)
3951 {
3952 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3953 return;
3954 }
3955 if (!marked->slaying)
3956 {
3957 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3958 return;
3959 }
3960 /* check whether they are compatible or not */
3961 find = strstr (marked->slaying, transformer->arch->name);
3962 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3965 return;
3966 }
3967 find += strlen (transformer->arch->name) + 1;
3968 /* Item can be used, now find how many and what it yields */
3969 if (isdigit (*(find)))
3970 {
3971 yield = atoi (find);
3972 if (yield < 1)
3973 {
3974 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3975 yield = 1;
3976 }
3977 }
3978 else
3979 yield = 1;
3980
3981 while (isdigit (*find))
3982 find++;
3983 while (*find == ' ')
3984 find++;
3985 memset (got, 0, MAX_BUF);
3986 if ((separator = strchr (find, ';')) != NULL)
3987 {
3988 len = separator - find;
3989 }
3990 else
3991 {
3992 len = strlen (find);
3993 }
3994 if (len > MAX_BUF - 1)
3995 len = MAX_BUF - 1;
3996 strcpy (got, find);
3997 got[len] = '\0';
3998
3999 /* Now create new item, remove used ones when required. */
4000 new_item = get_archetype (got);
4001 if (!new_item)
4002 {
4003 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4004 return;
4005 }
4006
4007 new_item->nrof = yield;
4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4009 insert_ob_in_ob (new_item, pl);
4010 esrv_send_inventory (pl, pl);
4011 /* Eat up one item */
4012 decrease_ob_nr (marked, 1);
4013 /* Eat one transformer if needed */
4014 if (transformer->stats.food)
4015 if (--transformer->stats.food == 0)
4016 decrease_ob_nr (transformer, 1);
4017}

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