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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.31 by root, Sun Dec 3 20:26:35 2006 UTC vs.
Revision 1.206 by root, Fri Oct 23 03:08:35 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
56 * subtype 5: arch or race 54 * subtype 5: arch or race
57 * subtype 7: all three 55 * subtype 7: all three
58 */ 56 */
59 if (op->subtype) 57 if (op->subtype)
60 { 58 {
61 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
64 } 62 }
65 else 63 else
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
97 */ 94 */
98static int 95static int
99apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
100{ 97{
101 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 99
104 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
105 return 0; 101 return 0;
106 102
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
109 */ 105 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 107 return 0;
112 108
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
116 */ 111 */
112 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 114 {
119 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
120 { 116 {
121 identify (marked); 117 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 120 if (marked->msg)
124 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
127 } 124 }
128 return money == NULL;
129 } 125 }
130 }
131 126
132 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
133 { 128 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 130 {
136 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
137 { 132 {
138 identify (id); 133 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 136 if (id->msg)
141 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
148 break; 141 break;
149 } 142 }
150 else 143 else
151 { 144 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 146 break;
154 } 147 }
155 } 148 }
156 } 149 }
157 if (!success) 150
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
159 return money == NULL; 156 return !money;
160} 157}
161 158
162/** 159/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 161 * matching item.
165 **/ 162 **/
166static void 163void
167handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
168{ 165{
169 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 168}
190 169
191/** 170/**
192 * Handles applying a potion. 171 * Handles applying a potion.
193 */ 172 */
195apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
196{ 175{
197 int got_one = 0, i; 176 int got_one = 0, i;
198 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
199 178
200 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
201 180
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 182 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 186 return 0;
208 } 187 }
209 188
210 if (op->type == PLAYER) 189 if (op->type == PLAYER)
211 {
212 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
213 identify (tmp); 191 identify (tmp);
214 }
215 192
216 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
217 194
218 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
219 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
221 object *depl; 198 object *depl;
222 archetype *at; 199 archetype *at;
223 200
224 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
225 { 202 {
226 drain_stat (op); 203 op->drain_stat ();
227 fix_player (op); 204 op->update_stats ();
228 decrease_ob (tmp); 205 tmp->decrease ();
229 return 1; 206 return 1;
230 } 207 }
208
231 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
232 { 210 {
233 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
234 return 0; 212 return 0;
235 } 213 }
214
236 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
237 if (depl != NULL) 217 if (depl)
238 { 218 {
239 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
241 { 221 op->statusmsg (restore_msg[i]);
242 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
243 } 223 depl->destroy ();
244 remove_ob (depl); 224 op->update_stats ();
245 free_object (depl);
246 fix_player (op);
247 } 225 }
248 else 226 else
249 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
250 228
251 decrease_ob (tmp); 229 tmp->decrease ();
252 return 1; 230 return 1;
253 } 231 }
254 232
255 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
256 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
257 { 235 {
258
259 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
260 { 237 {
261 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
262 { 239 {
263 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
264 { 241 {
265 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
266 break; 243 break;
267 } 244 }
245
268 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
269 { 247 {
270 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
271 break; 249 break;
272 } 250 }
251
273 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
274 { 253 {
275 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
276 break; 255 break;
277 } 256 }
281 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
282 { 261 {
283 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
284 break; 263 break;
285 } 264 }
265
286 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
287 { 267 {
288 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
289 break; 269 break;
290 } 270 }
271
291 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
292 { 273 {
293 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
294 break; 275 break;
295 } 276 }
296 } 277 }
297 } 278 }
279
298 /* Just makes checking easier */ 280 /* Just makes checking easier */
299 if (i < MIN (11, op->level)) 281 if (i < MIN (11, op->level))
300 got_one = 1; 282 got_one = 1;
283
301 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
302 { 285 {
303 if (got_one) 286 if (got_one)
304 { 287 {
305 fix_player (op); 288 op->update_stats ();
306 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
307 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
308 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
309 } 292 }
310 else 293 else
311 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
312 } 295 }
313 else 296 else
314 { /* cursed potion */ 297 { /* cursed potion */
315 if (got_one) 298 if (got_one)
316 { 299 {
317 fix_player (op); 300 op->update_stats ();
318 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
319 } 302 }
320 else 303 else
321 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
322 } 305 }
306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
338 322 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 323 }
348 else 324 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 326
351 decrease_ob (tmp); 327 tmp->decrease ();
328
352 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 331 op->update_stats ();
332
355 return 1; 333 return 1;
356 } 334 }
357 335
358 /* Deal with protection potions */ 336 /* Deal with protection potions */
359 force = NULL; 337 force = NULL;
361 { 339 {
362 if (tmp->resist[i]) 340 if (tmp->resist[i])
363 { 341 {
364 if (!force) 342 if (!force)
365 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
369 } 348 }
370 } 349 }
350
371 /* This is a protection potion */ 351 /* This is a protection potion */
372 if (force) 352 if (force)
373 { 353 {
374 /* cursed items last longer */ 354 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 357 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 361 }
362
382 force->speed_left = -1; 363 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 367 change_abil (op, force);
387 decrease_ob (tmp); 368 tmp->decrease ();
388 return 1; 369 return 1;
389 } 370 }
390 371
391 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 373 if (op->type == PLAYER)
393 { /* only for players */ 374 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 379 else
397 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
398 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
400 } 384 }
401 385
402 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 389 * up all the stats.
406 */ 390 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 392 op->update_stats ();
409 decrease_ob (tmp); 393 tmp->decrease ();
410 return 1; 394 return 1;
411} 395}
412 396
413/**************************************************************************** 397/****************************************************************************
414 * Weapon improvement code follows 398 * Weapon improvement code follows
415 ****************************************************************************/ 399 ****************************************************************************/
416 400
417/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
418 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
419 */ 419 */
420static int 420static int
421check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
422{ 422{
423 int count = 0; 423 int count = 0;
424 424
425 425 if (!item)
426 if (item == NULL)
427 return 0; 426 return 0;
428 op = op->below; 427
429 while (op != NULL) 428 for (op = op->below; op; op = op->below)
430 { 429 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 432 count += op->number_of ();
440 } 433
441 }
442 op = op->below;
443 }
444 return count; 434 return count;
445} 435}
446 436
447/** 437/**
448 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 439 * op is typically the player, which is only
450 * really used to determine what space to look at. 440 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
452 */ 442 */
453static void 443static void
454eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 445{
456 object *prev; 446 object *prev;
457 447
458 prev = op; 448 prev = op;
459 op = op->below; 449 op = op->below;
460 450
461 while (op != NULL) 451 while (op)
462 { 452 {
463 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
464 { 454 {
465 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
466 { 456 {
467 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
468 return; 458 return;
469 } 459 }
470 else 460 else
471 { 461 {
472 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
473 nrof -= op->nrof; 463 nrof -= op->nrof;
474 } 464 }
465
475 op = prev; 466 op = prev;
476 } 467 }
468
477 prev = op; 469 prev = op;
478 op = op->below; 470 op = op->below;
479 } 471 }
480} 472}
481 473
482/** 474/**
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. 475 * 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. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 477 */
538static int 478static int
539check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
540{ 480{
541 int count = 0; 481 int count = 0;
542 482
543 if (improver->slaying != NULL) 483 if (improver->slaying)
544 { 484 {
545 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
546 if (count < 1) 486 if (count < 1)
547 { 487 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 489 return 0;
553 } 490 }
554 } 491 }
555 else 492 else
556 count = 1; 493 count = 1;
559} 496}
560 497
561/** 498/**
562 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
563 */ 500 */
564int 501static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 503{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 504 stat += sacrifice_count;
570 weapon->last_eat++; 505 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
572 decrease_ob (improver);
573 507
574 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
575 fix_player (op); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
576 return 1; 517 return 1;
577} 518}
578 519
579/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 525#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 527#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 530#define IMPROVE_INT 10
590#define IMPROVE_POW 11 531#define IMPROVE_POW 11
591
592 532
593/** 533/**
594 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
596 */ 536 */
597
598int 537int
599prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
600{ 539{
601 int sacrifice_count, i; 540 int sacrifice_count, i;
602 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
603 542
604 if (weapon->level != 0) 543 if (weapon->level != 0)
605 { 544 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
607 return 0; 546 return 0;
608 } 547 }
548
609 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 550 if (weapon->resist[i])
611 break; 551 break;
612 552
613 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
620 { 560 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
622 return 0; 564 return 0;
623 } 565 }
566
624 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
626 return 0; 569 return 0;
570
627 weapon->level = isqrt (sacrifice_count); 571 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); 572 eat_item (op, improver->slaying, sacrifice_count);
630 573
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
632 579
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 583 slot at once! */
637 decrease_ob (improver); 584 improver->decrease ();
638 weapon->last_eat = 0; 585 weapon->last_eat = 0;
639 return 1; 586 return 1;
640} 587}
641
642 588
643/** 589/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 591 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
656{ 602{
657 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
658 604
659 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
662 } 607
663 if (weapon->level == 0) 608 if (weapon->level == 0)
664 { 609 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 613 return 0;
667 } 614 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 618 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 620 return 0;
672 } 621 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
674 { 625 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 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"); 627 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
678 return 0; 629 return 0;
679 } 630 }
631
680 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* 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, 633 * 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 634 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 635 * weapon can be improved.
684 */ 636 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 638 {
687 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 640 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); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 642 weapon->last_eat++;
691 643
692 weapon->item_power++; 644 weapon->item_power++;
693 decrease_ob (improver); 645 improver->decrease ();
694 return 1; 646 return 1;
695 } 647 }
648
696 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 650 {
698 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 653 if (weapon->weight < 1)
701 weapon->weight = 1; 654 weapon->weight = 1;
655
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 657 weapon->last_eat++;
704 weapon->item_power++; 658 weapon->item_power++;
705 decrease_ob (improver); 659 improver->decrease ();
706 return 1; 660 return 1;
707 } 661 }
662
708 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 664 {
710 weapon->magic++; 665 weapon->magic++;
711 weapon->last_eat++; 666 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 668 improver->decrease ();
714 weapon->item_power++; 669 weapon->item_power++;
715 return 1; 670 return 1;
716 } 671 }
717 672
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
724 679
725 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
727 { 682 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 684 return 0;
730 } 685 }
686
731 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 688 weapon->item_power++;
733 689
734 switch (improver->stats.sp) 690 switch (improver->stats.sp)
735 { 691 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 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"); 693 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"); 694 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"); 695 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"); 696 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"); 697 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"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 699 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
752 } 701 }
702
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 704 return 0;
755} 705}
756 706
757/** 707/**
764{ 714{
765 object *otmp; 715 object *otmp;
766 716
767 if (op->type != PLAYER) 717 if (op->type != PLAYER)
768 return 0; 718 return 0;
719
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 721 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 723 return 0;
773 } 724 }
725
774 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
775 if (!otmp) 728 if (!otmp)
776 { 729 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 731 return 0;
779 } 732 }
733
780 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 735 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 737 return 0;
784 } 738 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
786 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
788 return 1; 744 return 1;
789} 745}
790 746
815{ 771{
816 object *tmp; 772 object *tmp;
817 773
818 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
819 { 775 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 777 return 0;
822 } 778 }
779
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 783 * of gnarg and what not?)
827 */ 784 */
828 if (armour->title) 785 if (armour->title)
829 { 786 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 788 return 0;
832 } 789 }
833 790
834 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
836 */ 793 */
837 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 795
842 armour->magic++; 796 armour->magic++;
843 797
844 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
845 { 799 {
850 { 804 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 806 pow++;
853 } 807 }
854 808
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 810 }
857 else 811 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 813
860 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
861 { 815 {
862 int base = 100; 816 int base = 100;
863 int pow = 0; 817 int pow = 0;
866 { 820 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 822 pow++;
869 } 823 }
870 824
871 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
872 } 826 }
873 else 827 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 829
876 if (armour->weight <= 0) 830 if (armour->weight <= 0)
877 { 831 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 833 armour->weight = 1;
880 } 834 }
881 835
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 837
884 if (op->type == PLAYER) 838 if (op->type == PLAYER)
885 { 839 {
886 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 843 op->update_stats ();
889 } 844 }
890 decrease_ob (improver); 845
846 improver->decrease ();
847
891 if (tmp) 848 if (tmp)
892 { 849 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 850
894 esrv_send_item (op, tmp);
895 }
896 return 1; 851 return 1;
897} 852}
898
899 853
900/* 854/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
903 */ 857 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 858 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
913 */ 862 */
914int 863int
915convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
916{ 865{
917 int nr = 0;
918 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
919 875
920 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
923 */ 879 */
924 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
925 { 881 {
926 int cost;
927
928 if (item->type != MONEY) 882 if (item->type != MONEY)
929 return 0; 883 return 0;
930 884
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 886 if (!nr)
933 return 0; 887 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 888
935 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 890
937 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
939 894
940 price_in = cost * item->value; 895 price_in = cost * item->value;
941 } 896 }
942 else 897 else
943 { 898 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
946 return 0; 902 return 0;
947 903
948 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
949 { 907 {
950 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
953 } 911 }
954 else 912 else
955 { 913 {
956 price_in = item->value; 914 price_in = item->value;
957 remove_ob (item); 915 item->destroy ();
958 free_object (item);
959 } 916 }
960 } 917 }
961 918
962 if (converter->inv != NULL) 919 if (converter->inv)
963 { 920 {
964 object *ob; 921 object *ob;
965 int i; 922 int i;
966 object *ob_to_copy; 923 object *ob_to_copy;
967 924
968 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 929 ob_to_copy = ob;
975 } 930
976 } 931 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 934 }
981 else 935 else
982 { 936 {
983 if (converter->other_arch == NULL) 937 if (!conv_to)
984 { 938 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 941 return -1;
988 } 942 }
989 943
990 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 946 }
993 947
994 if (CONV_NR (converter)) 948 if (give)
995 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
996 if (nr) 951 if (nr)
997 item->nrof *= nr; 952 item->nrof *= nr;
998 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
1000 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 966 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 969 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1008 */ 972 */
1009 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 981 return 1;
1012} 982}
1013 983
1014/** 984/**
1015 * Handle apply on containers. 985 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
1019 */ 989 */
1020
1021int 990int
1022apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
1023{ 992{
1024 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 994 return 0; /* This might change */
1029 995
1030 if (sack == NULL || sack->type != CONTAINER) 996 if (!sack || sack->type != CONTAINER)
1031 { 997 {
1032 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 999 return 0;
1034 } 1000 }
1035 op->contr->last_used = NULL; 1001
1036 op->contr->last_used_id = 0; 1002 op->contr->last_used = 0;
1037 1003
1038 if (sack->env != op) 1004 if (sack->env && sack->env != op)
1005 {
1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1007 return 1;
1039 { 1008 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1009
1010 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED])
1012 {
1013 if (op->container_ () == sack)
1041 { 1014 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1015 // open on ground or inv, so close
1016 op->close_container ();
1043 return 1; 1017 return 1;
1044 } 1018 }
1045 /* It's on the ground, the problems begin */ 1019 else if (!sack->env)
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1020 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1023 return 1;
1061 { 1024 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 if (tmp && tmp->type == CLOSE_CON)
1082 {
1083 remove_ob (tmp);
1084 free_object (tmp);
1085 }
1086 }
1087 }
1088 }
1089 1025
1090 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1026 // fall through to opening it (active in inv)
1091 { 1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1092 if (op->container) 1031 op->close_container ();
1093 { 1032 sack->flag [FLAG_APPLIED] = 1;
1094 if (op->container != sack) 1033 esrv_update_item (UPD_FLAGS, op, sack);
1095 { 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1096 tmp = op->container; 1035 return 1;
1097 apply_container (op, tmp); 1036 }
1098 sprintf (buf, "You close %s and open ", query_name (tmp)); 1037
1099 op->container = sack; 1038 // it's locked?
1100 strcat (buf, query_name (sack)); 1039 if (sack->slaying)
1101 strcat (buf, "."); 1040 {
1102 } 1041 if (object *tmp = find_key (op, op, sack))
1103 else 1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1104 {
1105 CLEAR_FLAG (sack, FLAG_APPLIED);
1106 op->container = NULL;
1107 sprintf (buf, "You close %s.", query_name (sack));
1108 }
1109 }
1110 else 1043 else
1111 { 1044 {
1112 CLEAR_FLAG (sack, FLAG_APPLIED);
1113 sprintf (buf, "You open %s.", query_name (sack));
1114 SET_FLAG (sack, FLAG_APPLIED);
1115 op->container = sack;
1116 }
1117 }
1118 else
1119 { /* not applied */
1120 if (sack->slaying)
1121 { /* it's locked */
1122 tmp = find_key (op, op, sack);
1123 if (tmp)
1124 {
1125 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1126 SET_FLAG (sack, FLAG_APPLIED);
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 {
1136 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1137 }
1138 }
1139 else
1140 {
1141 sprintf (buf, "You readied %s.", query_name (sack));
1142 SET_FLAG (sack, FLAG_APPLIED);
1143 if (sack->env == NULL)
1144 { /* if it's on ground,open it also */
1145 new_draw_info (NDI_UNIQUE, 0, op, buf);
1146 apply_container (op, sack);
1147 return 1; 1046 return 1;
1148 } 1047 }
1149 }
1150 } 1048 }
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049
1152 if (op->contr) 1050 op->open_container (sack);
1153 op->contr->socket.update_look = 1; 1051
1154 return 1; 1052 return 1;
1155} 1053}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1054
1282/** 1055/**
1283 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1285 */ 1058 */
1288{ 1061{
1289 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 1064 return 0;
1292 1065
1293 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1294 { 1067 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1298 */ 1071 */
1299 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1300 { 1073 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1077 * old maps.
1305 */ 1078 */
1306 1079
1307/* push_button (altar);*/ 1080/* push_button (altar);*/
1308 } 1081 }
1309 else 1082 else
1310 { 1083 {
1311 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1312 push_button (altar); 1085 push_button (altar, originator);
1313 } 1086 }
1314 1087
1315 return !sacrifice; 1088 return !sacrifice;
1316 } 1089 }
1317 else 1090 else
1332 double opinion; 1105 double opinion;
1333 object *tmp, *next; 1106 object *tmp, *next;
1334 1107
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1109
1337 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1338 { 1122 {
1339 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1341 * the shop. 1125 * the shop.
1342 */ 1126 */
1346 1130
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1132 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1134
1351 remove_ob (tmp);
1352
1353 if (i == -1) 1135 if (i >= 0)
1354 i = 0; 1136 tmp->move (i);
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 1137 }
1361 } 1138 }
1362 1139
1363 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1367 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1369 */ 1146 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1148 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1151
1376 if (i != -1) 1152 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 1154
1379 return 0; 1155 return 0;
1380 } 1156 }
1157
1381 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1383 */ 1160 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 1162 }
1386 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1387 { 1164 {
1388 /* this is only used for players */ 1165 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1390 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1391 if (shop_mat->msg) 1175 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 1179 * actually the shop floor.
1396 */ 1180 */
1397 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1398 { 1182 {
1399 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1400 1184
1401 if (opinion > 0.9) 1185 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1190 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1191 }
1410 } 1192 }
1411 else 1193 else
1412 { 1194 {
1413 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1197 * they are not on the mat anymore
1416 */ 1198 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1200
1419 if (i == -1) 1201 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1203 else
1424 { 1204 {
1425 remove_ob (op); 1205 op->remove ();
1426 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1428 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1429 } 1209 }
1430 } 1210 }
1437 * Handles applying a sign. 1217 * Handles applying a sign.
1438 */ 1218 */
1439static void 1219static void
1440apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1441{ 1221{
1442 readable_message_type *msgType; 1222 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 1223 return;
1444 1224
1445 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1446 { 1226 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 1228 return;
1449 } 1229 }
1450 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1451 if (sign->stats.food) 1240 if (sign->stats.food)
1452 { 1241 {
1453 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1454 { 1243 {
1455 if (!sign->move_on) 1244 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1457 return; 1247 return;
1458 } 1248 }
1459 1249
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1251 sign->last_eat++;
1466 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 1257 * to us).
1468 */ 1258 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1260 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1472 return; 1262 return;
1473 } 1263 }
1474 msgType = get_readable_message_type (sign); 1264
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1477} 1307}
1478 1308
1479/** 1309/**
1480 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1495 return; 1325 return;
1496 1326
1497 /* move_apply() is the most likely candidate for causing unwanted and 1327 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion. 1328 * possibly unlimited recursion.
1499 */ 1329 */
1500 /* The following was changed because it was causing perfeclty correct 1330 /* The following was changed because it was causing perfectly correct
1501 * maps to fail. 1) it's not an error to recurse: 1331 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune. 1332 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and 1333 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1505 */ 1335 */
1506 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1507 { 1337 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1340 return;
1511 } 1341 }
1342
1512 recursion_depth++; 1343 recursion_depth++;
1513 if (trap->head) 1344 if (trap->head)
1514 trap = trap->head; 1345 trap = trap->head;
1515 1346
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517 goto leave;
1518
1519 switch (trap->type) 1348 switch (trap->type)
1520 { 1349 {
1521 case PLAYERMOVER: 1350 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1523 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1524 if (!trap->stats.maxsp) 1423 if (!trap->value)
1525 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1526 1426
1527 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1528 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1529 */ 1442 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1531 1444
1532 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1533 * above with some objects have zero speed, and thus the player 1446 {
1534 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1535 */ 1456 }
1536 if (victim->speed_left < -50.0) 1457 break;
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1458 }
1540 goto leave;
1541 1459
1542 case SPINNER: 1460 case CONVERTER:
1543 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 { 1462 {
1595 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1596 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 } 1465 }
1607 1466
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1609 { 1489 {
1610 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1611 * ab->above would be bogus 1491 * players output.
1612 */ 1492 */
1613 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1614 1495
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1616 { 1497 victim->enter_exit (trap);
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 } 1498 }
1626 goto leave; 1499 break;
1627 }
1628 1500
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685 enter_exit (victim, trap);
1686 }
1687 goto leave;
1688
1689 case ENCOUNTER: 1501 case ENCOUNTER:
1690 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1691 goto leave; 1503 break;
1692 1504
1693 case SHOP_MAT: 1505 case SHOP_MAT:
1694 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1695 goto leave; 1507 break;
1696 1508
1697 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1698 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1699 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1700 goto leave; 1512 break;
1701 1513
1702 case SIGN: 1514 case SIGN:
1703 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1704 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1705 1517
1706 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1707 goto leave; 1519 break;
1708 1520
1709 case CONTAINER: 1521 case CONTAINER:
1710 if (victim->type == PLAYER)
1711 (void) esrv_apply_container (victim, trap);
1712 else
1713 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1714 goto leave; 1523 break;
1715 1524
1716 case RUNE: 1525 case RUNE:
1717 case TRAP: 1526 case TRAP:
1718 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1719 {
1720 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1721 } 1529 break;
1722 goto leave;
1723 1530
1724 default: 1531 default:
1725 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1726 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1727 goto leave; 1534 break;
1728 } 1535 }
1729 1536
1730leave:
1731 recursion_depth--; 1537 recursion_depth--;
1732} 1538}
1733 1539
1734/** 1540/**
1735 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1740 int lev_diff; 1546 int lev_diff;
1741 object *skill_ob; 1547 object *skill_ob;
1742 1548
1743 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1744 { 1550 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1746 return; 1552 return;
1747 } 1553 }
1554
1748 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1749 { 1556 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1751 return; 1558 return;
1752 } 1559 }
1753 1560
1754 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1755 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1756 if (!skill_ob) 1563 if (!skill_ob)
1757 { 1564 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1759 return; 1566 return;
1760 } 1567 }
1568
1761 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1762 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1763 { 1571 {
1764 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1765 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1766 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1767 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1768 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1769 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1770 else if (lev_diff < 8)
1771 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1772 else if (lev_diff < 15)
1773 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1774 else
1775 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1776 return; 1578 return;
1777 } 1579 }
1778 1580
1779 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1780 1582
1781 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1782 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1783 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1784 1586
1785 /* gain xp from reading */ 1587 /* gain xp from reading */
1786 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1787 { /* only if not read before */ 1589 { /* only if not read before */
1788 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1789 1591
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1791 { 1593 {
1792 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1793 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1794 /* If in a container, update how it looks */ 1596
1795 if (tmp->env) 1597 if (object *pl = tmp->visible_to ())
1796 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1797 else
1798 op->contr->socket.update_look = 1;
1799 } 1599 }
1600
1800 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1801 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 */
1802 } 1603 }
1803} 1604}
1804 1605
1807 * op is the person learning the skill, tmp is the skill scroll object 1608 * op is the person learning the skill, tmp is the skill scroll object
1808 */ 1609 */
1809static void 1610static void
1810apply_skillscroll (object *op, object *tmp) 1611apply_skillscroll (object *op, object *tmp)
1811{ 1612{
1812 switch ((int) learn_skill (op, tmp)) 1613 switch (learn_skill (op, tmp))
1813 { 1614 {
1814 case 0: 1615 case 0:
1815 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1616 op->play_sound (sound_find ("generic_fail"));
1816 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1617 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1817 return; 1618 break;
1818 1619
1819 case 1: 1620 case 1:
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1821 decrease_ob (tmp); 1621 tmp->decrease ();
1622 op->play_sound (sound_find ("skill_learn"));
1623 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1822 return; 1624 break;
1823 1625
1824 default: 1626 default:
1627 tmp->decrease ();
1628 op->play_sound (sound_find ("generic_fail"));
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1629 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1826 decrease_ob (tmp);
1827 return; 1630 break;
1828 } 1631 }
1829} 1632}
1830 1633
1831/** 1634/**
1832 * Actually makes op learn spell. 1635 * Actually makes op learn spell.
1852 return; 1655 return;
1853 } 1656 }
1854 return; 1657 return;
1855 } 1658 }
1856 1659
1857 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1660 op->contr->play_sound (sound_find ("learn_spell"));
1858 tmp = get_object (); 1661
1859 copy_object (spell, tmp); 1662 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1663 insert_ob_in_ob (tmp, op);
1861 1664
1862 if (special_prayer) 1665 if (special_prayer)
1863 {
1864 SET_FLAG (tmp, FLAG_STARTEQUIP); 1666 SET_FLAG (tmp, FLAG_STARTEQUIP);
1865 }
1866 1667
1867 esrv_add_spells (op->contr, tmp); 1668 esrv_add_spells (op->contr, tmp);
1868} 1669}
1869 1670
1870/** 1671/**
1884 { 1685 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1686 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1687 return;
1887 } 1688 }
1888 1689
1889 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1690 op->failmsg (format ("You lose knowledge of %s.", spell));
1890 player_unready_range_ob (op->contr, spob); 1691 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1692 esrv_remove_spell (op->contr, spob);
1892 remove_ob (spob); 1693 spob->destroy ();
1893 free_object (spob);
1894} 1694}
1895 1695
1896/** 1696/**
1897 * Handles player applying a spellbook. 1697 * Handles player applying a spellbook.
1898 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1698 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1903{ 1703{
1904 object *skop, *spell, *spell_skill; 1704 object *skop, *spell, *spell_skill;
1905 1705
1906 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1706 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1907 { 1707 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1708 op->failmsg ("You are unable to read while blind.");
1909 return; 1709 return;
1910 } 1710 }
1911 1711
1912 /* artifact_spellbooks have 'slaying' field point to a spell name, 1712 /* artifact_spellbooks have 'slaying' field point to a spell name,
1913 * instead of having their spell stored in stats.sp. These are 1713 * instead of having their spell stored in stats.sp. These are
1914 * legacy spellbooks 1714 * legacy spellbooks
1915 */ 1715 */
1916
1917 if (tmp->slaying != NULL) 1716 if (tmp->slaying)
1918 { 1717 {
1919 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1718 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1920 if (!spell) 1719 if (!spell)
1921 { 1720 {
1922 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1721 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1923 return; 1722 return;
1924 } 1723 }
1925 else 1724 else
1926 insert_ob_in_ob (spell, tmp); 1725 insert_ob_in_ob (spell, tmp);
1726
1927 tmp->slaying = NULL; 1727 tmp->slaying = 0;
1928 } 1728 }
1929 1729
1930 skop = find_skill_by_name (op, tmp->skill); 1730 skop = find_skill_by_name (op, tmp->skill);
1931 1731
1932 /* need a literacy skill to learn spells. Also, having a literacy level 1732 /* need a literacy skill to learn spells. Also, having a literacy level
1933 * lower than the spell will make learning the spell more difficult */ 1733 * lower than the spell will make learning the spell more difficult */
1934 if (!skop) 1734 if (!skop)
1935 { 1735 {
1936 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1736 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1937 return; 1737 return;
1938 } 1738 }
1939 1739
1940 spell = tmp->inv; 1740 spell = tmp->inv;
1741
1941 if (!spell) 1742 if (!spell)
1942 { 1743 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1744 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1745 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1746 return;
1946 } 1747 }
1947 1748
1948 if (spell->level > (skop->level + 10)) 1749 int learn_level = sqrtf (spell->level) * 1.5f;
1750 if (skop->level < learn_level)
1949 { 1751 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1752 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1753 &tmp->skill, learn_level));
1951 return; 1754 return;
1952 } 1755 }
1953 1756
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1757 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1955 1758
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1759 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp); 1760 identify (tmp);
1959 if (tmp->env)
1960 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1961 else
1962 op->contr->socket.update_look = 1;
1963 }
1964 1761
1965 /* I removed the check for special_prayer_mark here - it didn't make 1762 /* I removed the check for special_prayer_mark here - it didn't make
1966 * a lot of sense - special prayers are not found in spellbooks, and 1763 * a lot of sense - special prayers are not found in spellbooks, and
1967 * if the player doesn't know the spell, doesn't make a lot of sense that 1764 * if the player doesn't know the spell, doesn't make a lot of sense that
1968 * they would have a special prayer mark. 1765 * they would have a special prayer mark.
1969 */ 1766 */
1970 if (check_spell_known (op, spell->name)) 1767 if (check_spell_known (op, spell->name))
1971 { 1768 {
1972 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1769 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1973 return; 1770 return;
1974 } 1771 }
1975 1772
1976 if (spell->skill) 1773 if (spell->skill)
1977 { 1774 {
1978 spell_skill = find_skill_by_name (op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1979 1776
1980 if (!spell_skill) 1777 if (!spell_skill)
1981 { 1778 {
1982 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1779 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1983 return; 1780 return;
1984 } 1781 }
1985 1782
1986 if (spell_skill->level < spell->level) 1783 if (spell_skill->level < spell->level)
1987 { 1784 {
1988 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1785 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1989 return; 1786 return;
1990 } 1787 }
1991 } 1788 }
1992 1789
1993 /* Logic as follows 1790 /* Logic as follows
2002 * Overall, chances are the same but a player will find having a high 1799 * Overall, chances are the same but a player will find having a high
2003 * literacy rate very useful! -b.t. 1800 * literacy rate very useful! -b.t.
2004 */ 1801 */
2005 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1802 if (QUERY_FLAG (op, FLAG_CONFUSED))
2006 { 1803 {
2007 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1804 op->failmsg ("In your confused state you flub the wording of the text!");
2008 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1805 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2009 } 1806 }
2010 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1807 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2011 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1808 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2012 { 1809 {
2013 1810 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2014 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2015 do_learn_spell (op, spell, 0); 1811 do_learn_spell (op, spell, 0);
2016 1812
2017 /* xp gain to literacy for spell learning */ 1813 /* xp gain to literacy for spell learning */
2018 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1814 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2019 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1815 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2020 } 1816 }
2021 else 1817 else
2022 { 1818 {
2023 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1819 op->contr->play_sound (sound_find ("fumble_spell"));
2024 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1820 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2025 } 1821 }
2026 decrease_ob (tmp); 1822
1823 tmp->decrease ();
2027} 1824}
2028 1825
2029/** 1826/**
2030 * Handles applying a spell scroll. 1827 * Handles applying a spell scroll.
2031 */ 1828 */
2034{ 1831{
2035 object *skop; 1832 object *skop;
2036 1833
2037 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1834 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2038 { 1835 {
2039 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1836 op->failmsg ("You are unable to read while blind.");
2040 return; 1837 return;
2041 } 1838 }
2042 1839
2043 if (!tmp->inv || tmp->inv->type != SPELL) 1840 if (!tmp->inv || tmp->inv->type != SPELL)
2044 { 1841 {
2045 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1842 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2046 return; 1843 return;
2047 } 1844 }
2048 1845
2049 if (op->type == PLAYER) 1846 if (op->type == PLAYER)
2050 { 1847 {
2056 */ 1853 */
2057 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1854 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2058 1855
2059 if (!skop) 1856 if (!skop)
2060 { 1857 {
2061 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1858 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2062 return; 1859 return;
2063 } 1860 }
2064 1861
2065 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1862 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2066 change_exp (op, exp_gain, skop->skill, 0); 1863 change_exp (op, exp_gain, skop->skill, 0);
2067 } 1864 }
2068 1865
2069 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1866 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2070 identify (tmp); 1867 identify (tmp);
2071 1868
2072 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1869 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2073
2074 1870
2075 cast_spell (op, tmp, dir, tmp->inv, NULL); 1871 cast_spell (op, tmp, dir, tmp->inv, NULL);
2076 decrease_ob (tmp); 1872 tmp->decrease ();
2077} 1873}
2078 1874
2079/** 1875/**
2080 * Applies a treasure object - by default, chest. op 1876 * Applies a treasure object - by default, chest. op
2081 * is the person doing the applying, tmp is the treasure 1877 * is the person doing the applying, tmp is the treasure
2082 * chest. 1878 * chest.
2083 */ 1879 */
2084static void 1880static void
2085apply_treasure (object *op, object *tmp) 1881apply_treasure (object *op, object *tmp)
2086{ 1882{
2087 object *treas;
2088
2089
2090 /* Nice side effect of new treasure creation method is that the treasure 1883 /* Nice side effect of this treasure creation method is that the treasure
2091 * for the chest is done when the chest is created, and put into the chest 1884 * for the chest is done when the chest is created, and put into the chest
2092 * inventory. So that when the chest burns up, the items still exist. Also 1885 * inventory. So that when the chest burns up, the items still exist. Also
2093 * prevents people fromt moving chests to more difficult maps to get better 1886 * prevents people from moving chests to more difficult maps to get better
2094 * treasure 1887 * treasure
2095 */ 1888 */
2096
2097 treas = tmp->inv; 1889 object *treas = tmp->inv;
2098 if (treas == NULL) 1890
1891 if (!treas)
2099 { 1892 {
2100 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1893 op->statusmsg ("The chest was empty.");
2101 decrease_ob (tmp); 1894 tmp->decrease ();
2102 return; 1895 return;
2103 } 1896 }
1897
2104 while (tmp->inv) 1898 while (tmp->inv)
2105 { 1899 {
2106 treas = tmp->inv; 1900 treas = tmp->inv;
2107 1901 treas->remove ();
2108 remove_ob (treas);
2109 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2110 1902
2111 treas->x = op->x; 1903 treas->x = op->x;
2112 treas->y = op->y; 1904 treas->y = op->y;
2113 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1905 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2114 1906
2115 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1907 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2116 spring_trap (treas, op); 1908 spring_trap (treas, op);
1909
2117 /* If either player or container was destroyed, no need to do 1910 /* If either player or container was destroyed, no need to do
2118 * further processing. I think this should be enclused with 1911 * further processing. I think this should be enclused with
2119 * spring trap above, as I don't think there is otherwise 1912 * spring trap above, as I don't think there is otherwise
2120 * any way for the treasure chest or player to get killed 1913 * any way for the treasure chest or player to get killed.
2121 */ 1914 */
2122 if (op->destroyed () || tmp->destroyed ()) 1915 if (op->destroyed () || tmp->destroyed ())
2123 break; 1916 break;
2124 } 1917 }
2125 1918
2126 if (!tmp->destroyed () && tmp->inv == NULL) 1919 if (!tmp->destroyed () && !tmp->inv)
2127 decrease_ob (tmp); 1920 tmp->decrease (true);
2128
2129} 1921}
2130 1922
2131/** 1923/**
2132 * op eats food. 1924 * op eats food.
2133 * If player, takes care of messages and dragon special food. 1925 * If player, takes care of messages and dragon special food.
2148 { 1940 {
2149 /* usual case - no dragon meal: */ 1941 /* usual case - no dragon meal: */
2150 if (op->stats.food + tmp->stats.food > 999) 1942 if (op->stats.food + tmp->stats.food > 999)
2151 { 1943 {
2152 if (tmp->type == FOOD || tmp->type == FLESH) 1944 if (tmp->type == FOOD || tmp->type == FLESH)
2153 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1945 op->failmsg ("You feel full, but what a waste of food!");
2154 else 1946 else
2155 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1947 op->statusmsg ("Most of the drink goes down your face not your throat!");
2156 } 1948 }
1949
1950 tmp->play_sound (
1951 tmp->sound
1952 ? tmp->sound
1953 : tmp->type == DRINK
1954 ? sound_find ("eat_drink")
1955 : sound_find ("eat_food")
1956 );
2157 1957
2158 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1958 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2159 { 1959 {
2160 char buf[MAX_BUF]; 1960 const char *buf;
2161 1961
2162 if (!is_dragon_pl (op)) 1962 if (!is_dragon_pl (op))
2163 { 1963 {
2164 /* eating message for normal players */ 1964 /* eating message for normal players */
2165 if (tmp->type == DRINK) 1965 if (tmp->type == DRINK)
2166 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1966 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2167 else 1967 else
2168 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1968 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2169 } 1969 }
2170 else 1970 else
2171 {
2172 /* eating message for dragon players */ 1971 /* eating message for dragon players */
2173 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1972 buf = format ("The %s tasted terrible!", &tmp->name);
2174 }
2175 1973
2176 new_draw_info (NDI_UNIQUE, 0, op, buf); 1974 op->statusmsg (buf);
1975
2177 capacity_remaining = 999 - op->stats.food; 1976 capacity_remaining = 999 - op->stats.food;
2178 op->stats.food += tmp->stats.food; 1977 op->stats.food += tmp->stats.food;
2179 if (capacity_remaining < tmp->stats.food) 1978 if (capacity_remaining < tmp->stats.food)
2180 op->stats.hp += capacity_remaining / 50; 1979 op->stats.hp += capacity_remaining / 50;
2181 else 1980 else
2182 op->stats.hp += tmp->stats.food / 50; 1981 op->stats.hp += tmp->stats.food / 50;
1982
2183 if (op->stats.hp > op->stats.maxhp) 1983 if (op->stats.hp > op->stats.maxhp)
2184 op->stats.hp = op->stats.maxhp; 1984 op->stats.hp = op->stats.maxhp;
2185 if (op->stats.food > 999) 1985 if (op->stats.food > 999)
2186 op->stats.food = 999; 1986 op->stats.food = 999;
2187 } 1987 }
2189 /* special food hack -b.t. */ 1989 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 1991 eat_special_food (op, tmp);
2192 } 1992 }
2193 } 1993 }
1994
2194 handle_apply_yield (tmp); 1995 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 1996 tmp->decrease ();
2196} 1997}
2197 1998
2198/** 1999/**
2199 * A dragon is eating some flesh. If the flesh contains resistances, 2000 * A dragon is eating some flesh. If the flesh contains resistances,
2200 * there is a chance for the dragon's skin to get improved. 2001 * there is a chance for the dragon's skin to get improved.
2210{ 2011{
2211 object *skin = NULL; /* pointer to dragon skin force */ 2012 object *skin = NULL; /* pointer to dragon skin force */
2212 object *abil = NULL; /* pointer to dragon ability force */ 2013 object *abil = NULL; /* pointer to dragon ability force */
2213 object *tmp = NULL; /* tmp. object */ 2014 object *tmp = NULL; /* tmp. object */
2214 2015
2215 char buf[MAX_BUF]; /* tmp. string buffer */
2216 double chance; /* improvement-chance of one resistance type */ 2016 double chance; /* improvement-chance of one resistance type */
2217 double totalchance = 1; /* total chance of gaining one resistance */ 2017 double totalchance = 1; /* total chance of gaining one resistance */
2218 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2018 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2219 double mbonus = 0; /* monster bonus */ 2019 double mbonus = 0; /* monster bonus */
2220 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2020 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2026 return 0;
2227 2027
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2029 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2233 { 2032 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2033 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2035 abil = tmp;
2238 }
2239 }
2240 2036
2241 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2244 return 0; 2040 return 0;
2246 /* now start by filling stomache and health, according to food-value */ 2042 /* now start by filling stomache and health, according to food-value */
2247 if ((999 - op->stats.food) < meal->stats.food) 2043 if ((999 - op->stats.food) < meal->stats.food)
2248 op->stats.hp += (999 - op->stats.food) / 50; 2044 op->stats.hp += (999 - op->stats.food) / 50;
2249 else 2045 else
2250 op->stats.hp += meal->stats.food / 50; 2046 op->stats.hp += meal->stats.food / 50;
2047
2251 if (op->stats.hp > op->stats.maxhp) 2048 if (op->stats.hp > op->stats.maxhp)
2252 op->stats.hp = op->stats.maxhp; 2049 op->stats.hp = op->stats.maxhp;
2253 2050
2254 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2051 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2255 2052
2285 /* doubled chance for resistance of ability-focus */ 2082 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2083 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2084 chance = MIN (100., chance * 2.);
2288 2085
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2086 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2087 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2088 {
2292 atnr_winner[winners] = i; 2089 atnr_winner[winners] = i;
2293 winners++; 2090 winners++;
2294 } 2091 }
2295 2092
2300 } 2097 }
2301 } 2098 }
2302 2099
2303 /* inverse totalchance as until now we have the failure-chance */ 2100 /* inverse totalchance as until now we have the failure-chance */
2304 totalchance = 100 - totalchance * 100; 2101 totalchance = 100 - totalchance * 100;
2102
2305 /* print message according to totalchance */ 2103 /* print message according to totalchance */
2104 const char *buf;
2306 if (totalchance > 50.) 2105 if (totalchance > 50.)
2307 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2106 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2308 else if (totalchance > 10.) 2107 else if (totalchance > 10.)
2309 sprintf (buf, "The %s tasted very good.", &meal->name); 2108 buf = format ("The %s tasted very good.", &meal->name);
2310 else if (totalchance > 1.) 2109 else if (totalchance > 1.)
2311 sprintf (buf, "The %s tasted good.", &meal->name); 2110 buf = format ("The %s tasted good.", &meal->name);
2312 else if (totalchance > 0.1) 2111 else if (totalchance > 0.1)
2313 sprintf (buf, "The %s tasted bland.", &meal->name); 2112 buf = format ("The %s tasted bland.", &meal->name);
2314 else if (totalchance >= 0.01) 2113 else if (totalchance >= 0.01)
2315 sprintf (buf, "The %s had a boring taste.", &meal->name); 2114 buf = format ("The %s had a boring taste.", &meal->name);
2316 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2115 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2317 sprintf (buf, "The %s tasted strange.", &meal->name); 2116 buf = format ("The %s tasted strange.", &meal->name);
2318 else 2117 else
2319 sprintf (buf, "The %s had no taste.", &meal->name); 2118 buf = format ("The %s had no taste.", &meal->name);
2320 new_draw_info (NDI_UNIQUE, 0, op, buf); 2119
2120 op->statusmsg (buf);
2321 2121
2322 /* now choose a winner if we have any */ 2122 /* now choose a winner if we have any */
2323 i = -1; 2123 i = -1;
2324 if (winners > 0) 2124 if (winners > 0)
2325 i = atnr_winner[RANDOM () % winners]; 2125 i = atnr_winner [rndm (winners)];
2326 2126
2327 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2127 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2328 { 2128 {
2329 /* resistance increased! */ 2129 /* resistance increased! */
2330 skin->resist[i]++; 2130 skin->resist[i]++;
2331 fix_player (op); 2131 op->update_stats ();
2332 2132
2333 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2133 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2334 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2335 } 2134 }
2336 2135
2337 /* if this flesh contains a new ability focus, we mark it 2136 /* if this flesh contains a new ability focus, we mark it
2338 into the ability_force and it will take effect on next level */ 2137 into the ability_force and it will take effect on next level */
2339 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2138 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2340 { 2139 {
2341 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2140 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2342 2141
2343 if (meal->last_eat != abil->stats.exp) 2142 if (meal->last_eat != abil->stats.exp)
2143 op->statusmsg (format (
2144 "Your metabolism prepares to focus on %s!\n"
2145 "The change will happen at level %d.",
2146 change_resist_msg[meal->last_eat],
2147 abil->level + 1
2344 { 2148 ));
2345 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 }
2350 else 2149 else
2351 { 2150 {
2352 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2151 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2353 new_draw_info (NDI_UNIQUE, 0, op, buf);
2354 abil->last_eat = 0; 2152 abil->last_eat = 0;
2355 } 2153 }
2356 } 2154 }
2155
2357 return 1; 2156 return 1;
2358}
2359
2360static void
2361apply_savebed (object *pl)
2362{
2363#ifndef COZY_SERVER
2364 if (!pl->contr->name_changed || !pl->stats.exp)
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2367 return;
2368 }
2369#endif
2370 INVOKE_PLAYER (LOGOUT, pl->contr);
2371 /* Need to call terminate_all_pets() before we remove the player ob */
2372 terminate_all_pets (pl);
2373 remove_ob (pl);
2374 pl->direction = 0;
2375 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2376
2377 /* update respawn position */
2378 strcpy (pl->contr->savebed_map, pl->map->path);
2379 pl->contr->bed_x = pl->x;
2380 pl->contr->bed_y = pl->y;
2381
2382 strcpy (pl->contr->killer, "left");
2383 check_score (pl); /* Always check score */
2384 (void) save_player (pl, 0);
2385 pl->map->players--;
2386#if MAP_MAXTIMEOUT
2387 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2388#endif
2389 play_again (pl);
2390 pl->speed = 0;
2391 update_ob_speed (pl);
2392} 2157}
2393 2158
2394/** 2159/**
2395 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2396 * Does some sanity checks, then calls improve_armour. 2161 * Does some sanity checks, then calls improve_armour.
2398static void 2163static void
2399apply_armour_improver (object *op, object *tmp) 2164apply_armour_improver (object *op, object *tmp)
2400{ 2165{
2401 object *armor; 2166 object *armor;
2402 2167
2403 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2404 { 2169 {
2405 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2170 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2406 return; 2171 return;
2407 } 2172 }
2173
2408 armor = find_marked_object (op); 2174 armor = find_marked_object (op);
2175
2409 if (!armor) 2176 if (!armor)
2410 { 2177 {
2411 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2178 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2412 return; 2179 return;
2413 } 2180 }
2181
2414 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2415 && armor->type != CLOAK 2183 && armor->type != CLOAK
2416 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2417 { 2185 {
2418 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2186 op->failmsg ("Your marked item is not armour!\n");
2419 return; 2187 return;
2420 } 2188 }
2421 2189
2422 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2190 op->statusmsg ("Applying armour enchantment.");
2423 improve_armour (op, tmp, armor); 2191 improve_armour (op, tmp, armor);
2424} 2192}
2425 2193
2426 2194void
2427extern void
2428apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2429{ 2196{
2197 // need to do it now when it is still on the map
2198 handle_apply_yield (tmp);
2199
2200 object *poison = tmp->split (1);
2201
2430 if (op->type == PLAYER) 2202 if (op->type == PLAYER)
2431 { 2203 {
2432 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2204 op->contr->play_sound (sound_find ("drink_poison"));
2433 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2205 op->failmsg ("Yech! That tasted poisonous!");
2434 strcpy (op->contr->killer, "poisonous booze"); 2206 op->contr->killer = poison;
2435 } 2207 }
2208
2436 if (tmp->stats.hp > 0) 2209 if (poison->stats.hp > 0)
2437 { 2210 {
2438 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2211 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2439 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2212 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2440 } 2213 }
2214
2441 op->stats.food -= op->stats.food / 4; 2215 op->stats.food -= op->stats.food / 4;
2442 handle_apply_yield (tmp); 2216 poison->destroy ();
2443 decrease_ob (tmp);
2444} 2217}
2445 2218
2446/** 2219/**
2447 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2220 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2448 * A valid 2 way exit means: 2221 * A valid 2 way exit means:
2449 * -You can come back (there is another exit at the other side) 2222 * -You can come back (there is another exit at the other side)
2450 * -You are 2223 * -You are
2451 * ° the owner of the exit 2224 * ° the owner of the exit
2452 * ° or in the same party as the owner 2225 * ° or in the same party as the owner
2453 * 2226 *
2454 * Note: a owner in a 2 way exit is saved as the owner's name 2227 * Note: a owner in a 2 way exit is saved as the owner's name
2455 * in the field exit->name cause the field exit->owner doesn't 2228 * in the field exit->name cause the field exit->owner doesn't
2456 * survive in the swapping (in fact the whole exit doesn't survive). 2229 * survive in the swapping (in fact the whole exit doesn't survive).
2457 */ 2230 */
2458int 2231int
2459is_legal_2ways_exit (object *op, object *exit) 2232is_legal_2ways_exit (object *op, object *exit)
2460{ 2233{
2461 object *tmp;
2462 object *exit_owner;
2463 player *pp;
2464 maptile *exitmap;
2465
2466 if (exit->stats.exp != 1) 2234 if (exit->stats.exp != 1)
2467 return 1; /*This is not a 2 way, so it is legal */ 2235 return 1; /*This is not a 2 way, so it is legal */
2236
2237#if 0 //TODO
2468 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2238 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2469 return 0; /* This is a reset town portal */ 2239 return 0; /* This is a reset town portal */
2470 /* To know if an exit has a correspondant, we look at 2240#endif
2471 * all the exits in destination and try to find one with same path as 2241
2472 * the current exit's position */ 2242 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2473 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2243
2474 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2244 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 else 2245
2476 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2477 if (exitmap) 2246 if (exitmap)
2478 { 2247 {
2248 exitmap->load_sync ();
2249
2479 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2250 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2251
2480 if (!tmp) 2252 if (!tmp)
2481 return 0; 2253 return 0;
2482 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2254
2255 for (; tmp; tmp = tmp->above)
2483 { 2256 {
2484 if (tmp->type != EXIT) 2257 if (tmp->type != EXIT)
2485 continue; /*Not an exit */ 2258 continue; /*Not an exit */
2259
2486 if (!EXIT_PATH (tmp)) 2260 if (!EXIT_PATH (tmp))
2487 continue; /*Not a valid exit */ 2261 continue; /*Not a valid exit */
2262
2488 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2263 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2489 continue; /*Not in the same place */ 2264 continue; /*Not in the same place */
2265
2490 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2266 if (exit->map->path != EXIT_PATH (tmp))
2491 continue; /*Not in the same map */ 2267 continue; /*Not in the same map */
2492 2268
2493 /* From here we have found the exit is valid. However we do 2269 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2270 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2271 * town portals to prevent strangers from visiting your appartments
2496 */ 2272 */
2497 if (!exit->race) 2273 if (!exit->race)
2498 return 1; /*No owner, free for all! */ 2274 return 1; /*No owner, free for all! */
2275
2499 exit_owner = NULL; 2276 object *exit_owner = 0;
2500 for (pp = first_player; pp; pp = pp->next) 2277
2278 for_all_players (pp)
2501 { 2279 {
2502 if (!pp->ob) 2280 if (!pp->ob)
2503 continue; 2281 continue;
2282
2504 if (pp->ob->name != exit->race) 2283 if (pp->ob->name != exit->race)
2505 continue; 2284 continue;
2285
2506 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2286 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2507 break; 2287 break;
2508 } 2288 }
2289
2509 if (!exit_owner) 2290 if (!exit_owner)
2510 return 0; /* No more owner */ 2291 return 0; /* No more owner */
2292
2511 if (exit_owner->contr == op->contr) 2293 if (exit_owner->contr == op->contr)
2512 return 1; /*It is your exit */ 2294 return 1; /*It is your exit */
2295
2513 if (exit_owner && /*There is a owner */ 2296 if (exit_owner && /*There is a owner */
2514 (op->contr) && /*A player tries to pass */ 2297 (op->contr) && /*A player tries to pass */
2515 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2298 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2516 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2299 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2517 return 0; 2300 return 0;
2301
2518 return 1; 2302 return 1;
2519 } 2303 }
2520 } 2304 }
2305
2521 return 0; 2306 return 0;
2522} 2307}
2523 2308
2309/**
2310 * This function will try to apply a lighter and in case no lighter
2311 * is specified it will try to find a lighter in the players inventory,
2312 * and inform him about this requirement.
2313 *
2314 * who - the player
2315 * op - the item we want to light
2316 * lighter - the lighter or 0 if a lighter has yet to be found
2317 */
2318static object *
2319auto_apply_lighter (object *who, object *op, object *lighter)
2320{
2321 if (lighter == 0)
2322 {
2323 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2324 {
2325 if (tmp->type == LIGHTER)
2326 {
2327 lighter = tmp;
2328 break;
2329 }
2330 }
2331
2332 if (!lighter)
2333 {
2334 who->failmsg (format (
2335 "You can't light up the %s with your bare hands! "
2336 "H<You need a lighter in your inventory, for example a flint and steel.>",
2337 &op->name));
2338 return 0;
2339 }
2340 }
2341
2342 // last_eat == 0 means the lighter is not being used up!
2343 if (lighter->last_eat && lighter->stats.food)
2344 {
2345 /* lighter gets used up */
2346 lighter = lighter->split ();
2347 lighter->stats.food--;
2348 who->insert (lighter);
2349 }
2350 else if (lighter->last_eat)
2351 {
2352 /* no charges left in lighter */
2353 who->failmsg (format (
2354 "You attempt to light the %s with a used up %s.",
2355 &op->name, &lighter->name));
2356 return 0;
2357 }
2358
2359 return lighter;
2360}
2361
2362/**
2363 * Designed primarily to light torches/lanterns/etc.
2364 * Also burns up burnable material too. First object in the inventory is
2365 * the selected object to "burn". -b.t.
2366 */
2367void
2368apply_lighter (object *who, object *lighter)
2369{
2370 object *item;
2371 int is_player_env = 0;
2372
2373 item = find_marked_object (who);
2374 if (item)
2375 {
2376 if (!auto_apply_lighter (who, item, lighter))
2377 return;
2378
2379 /* Perhaps we should split what we are trying to light on fire?
2380 * I can't see many times when you would want to light multiple
2381 * objects at once.
2382 */
2383
2384 save_throw_object (item, AT_FIRE, who);
2385
2386 if (item->destroyed ()
2387 || ((item->type == LAMP || item->type == TORCH)
2388 && item->glow_radius > 0))
2389 who->statusmsg (format (
2390 "You light the %s with the %s.",
2391 &item->name, &lighter->name));
2392 else
2393 who->failmsg (format (
2394 "You attempt to light the %s with the %s and fail.",
2395 &item->name, &lighter->name));
2396 }
2397 else
2398 who->failmsg ("You need to mark a lightable object.");
2399}
2400
2401/**
2402 * This function generates a cursed effect for cursed lamps and torches.
2403 */
2404void player_apply_lamp_cursed_effect (object *who, object *op)
2405{
2406 if (op->level)
2407 {
2408 who->failmsg (format (
2409 "The %s was cursed, it explodes in a big fireball!",
2410 &op->name));
2411 create_exploding_ball_at (who, op->level);
2412 }
2413 else
2414 {
2415 who->failmsg (format (
2416 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2417 &op->name));
2418 }
2419
2420 op->destroy ();
2421}
2422
2423/**
2424 * Apply for players and lamps
2425 *
2426 * who - the player
2427 * op - the lamp
2428 */
2429void player_apply_lamp (object *who, object *op)
2430{
2431 bool switch_on = op->glow_radius ? false : true;
2432
2433 if (switch_on)
2434 {
2435 object *lighter = 0;
2436
2437 if (op->flag [FLAG_IS_LIGHTABLE]
2438 && !(lighter = auto_apply_lighter (who, op, 0)))
2439 return;
2440
2441 if (op->stats.food < 1)
2442 {
2443 if (op->type == LAMP)
2444 who->failmsg (format (
2445 "The %s is out of fuel! "
2446 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2447 &op->name));
2448 else
2449 who->failmsg (format (
2450 "The %s is burnt out! "
2451 "H<Torches and similar items burn out and become worthless.>",
2452 &op->name));
2453 return;
2454 }
2455
2456 if (op->flag [FLAG_CURSED])
2457 {
2458 player_apply_lamp_cursed_effect (who, op);
2459 return;
2460 }
2461
2462 if (lighter)
2463 who->statusmsg (format (
2464 "You light up the %s with the %s.", &op->name, &lighter->name));
2465 else
2466 who->statusmsg (format ("You light up the %s.", &op->name));
2467 }
2468 else
2469 {
2470 if (op->flag [FLAG_CURSED])
2471 {
2472 player_apply_lamp_cursed_effect (who, op);
2473 return;
2474 }
2475
2476 if (op->type == TORCH)
2477 {
2478 if (!op->flag [FLAG_IS_LIGHTABLE])
2479 {
2480 who->statusmsg (format (
2481 "You put out the %s. "
2482 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2483 &op->name, &op->name));
2484 }
2485 else
2486 who->statusmsg (format (
2487 "You put out the %s."
2488 "H<Torches wear out if you put them out.>",
2489 &op->name));
2490 }
2491 else
2492 who->statusmsg (format ("You turn off the %s.", &op->name));
2493 }
2494
2495 apply_lamp (op, switch_on);
2496}
2497
2498void get_animation_from_arch (object *op, arch_ptr a)
2499{
2500 op->animation_id = a->animation_id;
2501 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2502 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2503 op->anim_speed = a->anim_speed;
2504 op->last_anim = 0;
2505 op->state = 0;
2506 op->face = a->face;
2507
2508 if (NUM_ANIMATIONS(op) > 1)
2509 {
2510 SET_ANIMATION(op, 0);
2511 animate_object (op, op->direction);
2512 }
2513 else
2514 update_object (op, UP_OBJ_FACE);
2515}
2516
2517/**
2518 * Apply for LAMPs and TORCHes.
2519 *
2520 * op - the lamp
2521 * switch_on - a flag which says whether the lamp should be switched on or off
2522 */
2523void apply_lamp (object *op, bool switch_on)
2524{
2525 op->set_glow_radius (switch_on ? op->range : 0);
2526 op->set_speed (switch_on ? op->arch->speed : 0);
2527
2528 // torches wear out if you put them out
2529 if (op->type == TORCH && !switch_on)
2530 {
2531 if (op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 op->stats.food -= (double) op->arch->stats.food / 15;
2534 if (op->stats.food < 0)
2535 op->stats.food = 0;
2536 }
2537 else
2538 op->stats.food = 0;
2539 }
2540
2541 // lamps and torched get worthless when used up
2542 if (op->stats.food <= 0)
2543 op->value = 0;
2544
2545 // FIXME: This is a hack to make the more sane torches and lamps
2546 // still animated ;-/
2547 if (op->other_arch)
2548 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2549
2550 if (object *pl = op->visible_to ())
2551 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2552}
2524 2553
2525/** 2554/**
2526 * Main apply handler. 2555 * Main apply handler.
2527 * 2556 *
2528 * Checks for unpaid items before applying. 2557 * Checks for unpaid items before applying.
2530 * Return value: 2559 * Return value:
2531 * 0: player or monster can't apply objects of that type 2560 * 0: player or monster can't apply objects of that type
2532 * 1: has been applied, or there was an error applying the object 2561 * 1: has been applied, or there was an error applying the object
2533 * 2: objects of that type can't be applied if not in inventory 2562 * 2: objects of that type can't be applied if not in inventory
2534 * 2563 *
2535 * op is the object that is causing object to be applied, tmp is the object 2564 * who is the object that is causing object to be applied, op is the object
2536 * being applied. 2565 * being applied.
2537 * 2566 *
2538 * aflag is special (always apply/unapply) flags. Nothing is done with 2567 * aflag is special (always apply/unapply) flags. Nothing is done with
2539 * them in this function - they are passed to apply_special 2568 * them in this function - they are passed to apply_special
2540 */ 2569 */
2541
2542int 2570int
2543manual_apply (object *op, object *tmp, int aflag) 2571manual_apply (object *who, object *op, int aflag)
2544{ 2572{
2545 if (tmp->head) 2573 op = op->head_ ();
2546 tmp = tmp->head;
2547 2574
2548 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2575 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2549 { 2576 {
2550 if (op->type == PLAYER) 2577 if (who->type == PLAYER)
2551 { 2578 {
2552 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2579 examine (who, op);
2580 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2553 return 1; 2581 return 1;
2554 } 2582 }
2555 else 2583 else
2556 {
2557 return 0; /* monsters just skip unpaid items */ 2584 return 0; /* monsters just skip unpaid items */
2558 }
2559 } 2585 }
2560 2586
2561 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2587 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2562 return RESULT_INT (0); 2588 return RESULT_INT (0);
2563 2589
2564 switch (tmp->type) 2590 switch (op->type)
2565 { 2591 {
2566
2567 case CF_HANDLE: 2592 case T_HANDLE:
2568 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2593 who->play_sound (sound_find ("turn_handle"));
2569 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2594 who->statusmsg ("You turn the handle.");
2570 tmp->value = tmp->value ? 0 : 1; 2595 op->value = op->value ? 0 : 1;
2571 SET_ANIMATION (tmp, tmp->value); 2596 SET_ANIMATION (op, op->value);
2572 update_object (tmp, UP_OBJ_FACE); 2597 update_object (op, UP_OBJ_FACE);
2573 push_button (tmp); 2598 push_button (op, who);
2574 return 1; 2599 return 1;
2575 2600
2576 case TRIGGER: 2601 case TRIGGER:
2577 if (check_trigger (tmp, op)) 2602 if (check_trigger (op, who, who))
2578 { 2603 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2604 who->statusmsg ("You turn the handle.");
2580 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2605 who->play_sound (sound_find ("turn_handle"));
2581 } 2606 }
2582 else 2607 else
2583 { 2608 who->failmsg ("The handle doesn't move.");
2584 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2609
2585 }
2586 return 1; 2610 return 1;
2587 2611
2588 case EXIT: 2612 case EXIT:
2589 if (op->type != PLAYER) 2613 if (who->type != PLAYER)
2590 return 0; 2614 return 0;
2615
2591 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2616 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2592 { 2617 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)));
2593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2594 }
2595 else 2618 else
2596 { 2619 {
2597 /* Don't display messages for random maps. */ 2620 /* Don't display messages for random maps. */
2598 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2621 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2599 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2622 who->statusmsg (op->msg, NDI_NAVY);
2623
2600 enter_exit (op, tmp); 2624 who->enter_exit (op);
2601 } 2625 }
2626
2602 return 1; 2627 return 1;
2603 2628
2629 case INSCRIBABLE:
2630 who->statusmsg (op->msg);
2631 // maybe show a spell menu to chose from or something like that
2632 return 1;
2633
2604 case SIGN: 2634 case SIGN:
2605 apply_sign (op, tmp, 0); 2635 apply_sign (who, op, 0);
2606 return 1; 2636 return 1;
2607 2637
2608 case BOOK: 2638 case BOOK:
2609 if (op->type == PLAYER) 2639 if (who->type == PLAYER)
2610 { 2640 {
2611 apply_book (op, tmp); 2641 apply_book (who, op);
2612 return 1; 2642 return 1;
2613 } 2643 }
2614 else 2644 else
2645 return 0;
2646
2647 case SKILLSCROLL:
2648 if (who->type == PLAYER)
2615 { 2649 {
2616 return 0;
2617 }
2618
2619 case SKILLSCROLL:
2620 if (op->type == PLAYER)
2621 {
2622 apply_skillscroll (op, tmp); 2650 apply_skillscroll (who, op);
2623 return 1;
2624 }
2625 return 0;
2626
2627 case SPELLBOOK:
2628 if (op->type == PLAYER)
2629 {
2630 apply_spellbook (op, tmp);
2631 return 1;
2632 }
2633 return 0;
2634
2635 case SCROLL:
2636 apply_scroll (op, tmp, 0);
2637 return 1;
2638
2639 case POTION:
2640 (void) apply_potion (op, tmp);
2641 return 1;
2642
2643 /* Eneq(@csd.uu.se): Handle apply on containers. */
2644 case CLOSE_CON:
2645 if (op->type == PLAYER)
2646 (void) esrv_apply_container (op, tmp->env);
2647 else
2648 (void) apply_container (op, tmp->env);
2649 return 1;
2650
2651 case CONTAINER:
2652 if (op->type == PLAYER)
2653 (void) esrv_apply_container (op, tmp);
2654 else
2655 (void) apply_container (op, tmp);
2656 return 1;
2657
2658 case TREASURE:
2659 if (op->type == PLAYER)
2660 {
2661 apply_treasure (op, tmp);
2662 return 1; 2651 return 1;
2663 } 2652 }
2664 else 2653 else
2654 return 0;
2655
2656 case SPELLBOOK:
2657 if (who->type == PLAYER)
2665 { 2658 {
2659 apply_spellbook (who, op);
2666 return 0; 2660 return 1;
2667 } 2661 }
2662 else
2663 return 0;
2664
2665 case SCROLL:
2666 apply_scroll (who, op, 0);
2667 return 1;
2668
2669 case POTION:
2670 apply_potion (who, op);
2671 return 1;
2672
2673 /* Eneq(@csd.uu.se): Handle apply on containers. */
2674 //TODO: remove, as it is unsed?
2675 case CLOSE_CON:
2676 apply_container (who, op->env);
2677 return 1;
2678
2679 case CONTAINER:
2680 apply_container (who, op);
2681 return 1;
2682
2683 case TREASURE:
2684 if (who->type == PLAYER)
2685 {
2686 apply_treasure (who, op);
2687 return 1;
2688 }
2689 else
2690 return 0;
2691
2692 case LAMP:
2693 case TORCH:
2694 player_apply_lamp (who, op);
2695 return 1;
2668 2696
2669 case WEAPON: 2697 case WEAPON:
2670 case ARMOUR: 2698 case ARMOUR:
2671 case BOOTS: 2699 case BOOTS:
2672 case GLOVES: 2700 case GLOVES:
2680 case WAND: 2708 case WAND:
2681 case ROD: 2709 case ROD:
2682 case HORN: 2710 case HORN:
2683 case SKILL: 2711 case SKILL:
2684 case BOW: 2712 case BOW:
2685 case LAMP:
2686 case BUILDER: 2713 case BUILDER:
2687 case SKILL_TOOL: 2714 case SKILL_TOOL:
2688 if (tmp->env != op) 2715 if (op->env != who)
2689 return 2; /* not in inventory */ 2716 return 2; /* not in inventory */
2717
2690 (void) apply_special (op, tmp, aflag); 2718 apply_special (who, op, aflag);
2691 return 1; 2719 return 1;
2692 2720
2693 case DRINK: 2721 case DRINK:
2694 case FOOD: 2722 case FOOD:
2695 case FLESH: 2723 case FLESH:
2696 apply_food (op, tmp); 2724 apply_food (who, op);
2697 return 1; 2725 return 1;
2698 2726
2699 case POISON: 2727 case POISON:
2700 apply_poison (op, tmp); 2728 apply_poison (who, op);
2701 return 1; 2729 return 1;
2702 2730
2703 case SAVEBED: 2731 case SAVEBED:
2732 return 1;
2733
2734 case ARMOUR_IMPROVER:
2704 if (op->type == PLAYER) 2735 if (who->type == PLAYER)
2705 { 2736 {
2706 apply_savebed (op); 2737 apply_armour_improver (who, op);
2707 return 1; 2738 return 1;
2708 } 2739 }
2709 else 2740 else
2741 return 0;
2742
2743 case WEAPON_IMPROVER:
2744 check_improve_weapon (who, op);
2745 return 1;
2746
2747 case CLOCK:
2748 if (who->type == PLAYER)
2710 { 2749 {
2711 return 0; 2750 char buf[MAX_BUF];
2751 timeofday_t tod;
2752
2753 get_tod (&tod);
2754 who->play_sound (sound_find ("sound_clock"));
2755 who->statusmsg (format (
2756 "It is %d minute%s past %d o'clock %s",
2757 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2758 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2712 } 2759 ));
2713
2714 case ARMOUR_IMPROVER:
2715 if (op->type == PLAYER)
2716 {
2717 apply_armour_improver (op, tmp);
2718 return 1; 2760 return 1;
2719 } 2761 }
2720 else 2762 else
2763 return 0;
2764
2765 case MENU:
2766 if (who->type == PLAYER)
2721 { 2767 {
2722 return 0; 2768 shop_listing (op, who);
2723 }
2724
2725 case WEAPON_IMPROVER:
2726 (void) check_improve_weapon (op, tmp);
2727 return 1;
2728
2729 case CLOCK:
2730 if (op->type == PLAYER)
2731 {
2732 char buf[MAX_BUF];
2733 timeofday_t tod;
2734
2735 get_tod (&tod);
2736 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2737 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2738 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2739 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2740 new_draw_info (NDI_UNIQUE, 0, op, buf);
2741 return 1; 2769 return 1;
2742 } 2770 }
2743 else 2771 else
2772 return 0;
2773
2774 case POWER_CRYSTAL:
2775 apply_power_crystal (who, op); /* see egoitem.c */
2776 return 1;
2777
2778 case LIGHTER: /* for lighting torches/lanterns/etc */
2779 if (who->type == PLAYER)
2744 { 2780 {
2745 return 0; 2781 apply_lighter (who, op);
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER)
2750 {
2751 shop_listing (op);
2752 return 1; 2782 return 1;
2753 } 2783 }
2754 else 2784 else
2755 {
2756 return 0; 2785 return 0;
2757 }
2758
2759 case POWER_CRYSTAL:
2760 apply_power_crystal (op, tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2764 if (op->type == PLAYER)
2765 {
2766 apply_lighter (op, tmp);
2767 return 1;
2768 }
2769 else
2770 {
2771 return 0;
2772 }
2773 2786
2774 case ITEM_TRANSFORMER: 2787 case ITEM_TRANSFORMER:
2775 apply_item_transformer (op, tmp); 2788 apply_item_transformer (who, op);
2776 return 1; 2789 return 1;
2777 2790
2778 default: 2791 default:
2779 return 0; 2792 return 0;
2780 } 2793 }
2781} 2794}
2782
2783 2795
2784/* quiet suppresses the "don't know how to apply" and "you must get it first" 2796/* quiet suppresses the "don't know how to apply" and "you must get it first"
2785 * messages as needed by player_apply_below(). But there can still be 2797 * messages as needed by player_apply_below(). But there can still be
2786 * "but you are floating high above the ground" messages. 2798 * "but you are floating high above the ground" messages.
2787 * 2799 *
2788 * Same return value as apply() function. 2800 * Same return value as apply() function.
2789 */ 2801 */
2790int 2802int
2791player_apply (object *pl, object *op, int aflag, int quiet) 2803player_apply (object *pl, object *op, int aflag, int quiet)
2792{ 2804{
2793 int tmp;
2794
2795 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2805 if (!op->env && (pl->move_type & MOVE_FLYING))
2796 { 2806 {
2797 /* player is flying and applying object not in inventory */ 2807 /* player is flying and applying object not in inventory */
2798 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2808 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2799 { 2809 {
2800 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2810 pl->failmsg ("But you are floating high above the ground! "
2811 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2812 "or waiting till the levitation effect wears off.>");
2801 return 0; 2813 return 0;
2802 } 2814 }
2803 } 2815 }
2804 2816
2805 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2806 * applied.
2807 */
2808 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2809 {
2810 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2811 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2812 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2813 remove_ob (op);
2814 free_object (op);
2815 return 1;
2816 }
2817
2818 pl->contr->last_used = op; 2817 pl->contr->last_used = op;
2819 pl->contr->last_used_id = op->count;
2820 2818
2821 tmp = manual_apply (pl, op, aflag); 2819 int tmp = manual_apply (pl, op, aflag);
2820
2822 if (!quiet) 2821 if (!quiet)
2823 { 2822 {
2824 if (tmp == 0) 2823 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2824 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2825 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2826 pl->failmsg ("You must get it first!\n");
2828 } 2827 }
2828
2829 return tmp; 2829 return tmp;
2830} 2830}
2831 2831
2832/** 2832/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2833 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2834 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2835 * we use the ground.
2836 */ 2836 */
2837
2838void 2837void
2839player_apply_below (object *pl) 2838player_apply_below (object *pl)
2840{ 2839{
2841 object *tmp, *next;
2842 int floors; 2840 int floors = 0;
2843 2841
2844 /* If using a container, set the starting item to be the top 2842 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2843 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2844 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2845 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2846 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2847 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2848 * not return a proper value.
2854 */ 2849 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2850 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2856 { 2851 {
2857 next = tmp->below; 2852 next = tmp->below;
2853
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2854 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2855 floors++;
2860 else if (floors > 0) 2856 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2857 return; /* process only floor objects after first floor object */
2862 2858
2864 * person moving on it, also activate. Added code to make it 2860 * person moving on it, also activate. Added code to make it
2865 * so that at least one of players movement types be that which 2861 * so that at least one of players movement types be that which
2866 * the item needs. 2862 * the item needs.
2867 */ 2863 */
2868 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2864 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2870 if (player_apply (pl, tmp, 0, 1) == 1) 2865 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return; 2866 return;
2872 } 2867
2873 if (floors >= 2) 2868 if (floors >= 2)
2874 return; /* process at most two floor objects */ 2869 return; /* process at most two floor objects */
2875 } 2870 }
2876} 2871}
2877 2872
2882 * to keep the size of apply_special to a more managable size. 2877 * to keep the size of apply_special to a more managable size.
2883 */ 2878 */
2884static int 2879static int
2885unapply_special (object *who, object *op, int aflags) 2880unapply_special (object *who, object *op, int aflags)
2886{ 2881{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2882 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2883 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2884 return RESULT_INT (0);
2889 2885
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2886 CLEAR_FLAG (op, FLAG_APPLIED);
2887
2893 switch (op->type) 2888 switch (op->type)
2894 { 2889 {
2890 case SKILL_TOOL:
2891 // unapplying a skill tool should also unapply the skill it governs
2892 // but this is hard, as it shouldn't do so when the skill can
2893 // be used for other reasons
2894 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2895 if (tmp->skill == op->skill
2896 && tmp->type == SKILL
2897 && tmp->flag [FLAG_APPLIED]
2898 && !tmp->flag [FLAG_CAN_USE_SKILL])
2899 unapply_special (who, tmp, 0);
2900
2901 change_abil (who, op);
2902 break;
2903
2895 case WEAPON: 2904 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2905 if (player *pl = who->contr)
2906 if (op == pl->combat_ob)
2907 {
2908 pl->combat_ob = 0;
2909 who->change_weapon (pl->ranged_ob);
2910 }
2897 2911
2912 who->statusmsg (format ("You unwield %s.", query_name (op)));
2913
2898 (void) change_abil (who, op); 2914 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2915 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2916 break;
2903 2917
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2918 case SKILL:
2906 if (op != who->chosen_skill) 2919 if (who->contr)
2907 { 2920 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2921 if (IS_COMBAT_SKILL (op->subtype))
2922 who->change_weapon (who->contr->combat_ob = 0);
2923 else if (IS_RANGED_SKILL (op->subtype))
2924 who->change_weapon (who->contr->ranged_ob = 0);
2925
2926 if (op->invisible)
2927 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2928 else
2929 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2909 } 2930 }
2910 if (who->type == PLAYER) 2931
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 2932 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2933 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2934 break;
2927 2935
2928 case ARMOUR: 2936 case ARMOUR:
2929 case HELMET: 2937 case HELMET:
2933 case GLOVES: 2941 case GLOVES:
2934 case AMULET: 2942 case AMULET:
2935 case GIRDLE: 2943 case GIRDLE:
2936 case BRACERS: 2944 case BRACERS:
2937 case CLOAK: 2945 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2946 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 2947 change_abil (who, op);
2940 break; 2948 break;
2941 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2949
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 remove_ob (op);
2959 free_object (op);
2960 insert_ob_in_ob (tmp2, who);
2961 fix_player (who);
2962 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2963 {
2964 if (who->type == PLAYER)
2965 {
2966 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2967 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2968 }
2969 }
2970 if (who->type == PLAYER)
2971 esrv_send_item (who, tmp2);
2972 return 1; /* otherwise, an attempt to drop causes problems */
2973 break;
2974 case BOW: 2950 case BOW:
2975 case WAND: 2951 case WAND:
2976 case ROD: 2952 case ROD:
2977 case HORN: 2953 case HORN:
2978 clear_skill (who); 2954 if (player *pl = who->contr)
2979 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2980 if (who->type == PLAYER)
2981 { 2955 {
2982 who->contr->shoottype = range_none; 2956 if (op == pl->ranged_ob)
2957 {
2958 pl->ranged_ob = 0;
2959 who->change_weapon (pl->combat_ob);
2960 }
2961
2962 who->statusmsg (format ("You unready %s.", query_name (op)));
2983 } 2963 }
2984 else 2964 else
2985 { 2965 {
2966 who->change_skill (0);
2967
2986 if (op->type == BOW) 2968 if (op->type == BOW)
2987 CLEAR_FLAG (who, FLAG_READY_BOW); 2969 CLEAR_FLAG (who, FLAG_READY_BOW);
2988 else 2970 else
2989 CLEAR_FLAG (who, FLAG_READY_RANGE); 2971 CLEAR_FLAG (who, FLAG_READY_RANGE);
2990 } 2972 }
2973
2991 break; 2974 break;
2992 2975
2993 case BUILDER: 2976 case BUILDER:
2994 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2977 if (who->contr)
2995 who->contr->shoottype = range_none; 2978 who->statusmsg (format ("You unready %s.", query_name (op)));
2996 who->contr->ranges[range_builder] = NULL;
2997 break; 2979 break;
2998 2980
2999 default: 2981 default:
3000 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2982 who->statusmsg (format ("You unapply %s.", query_name (op)));
3001 break; 2983 break;
3002 } 2984 }
3003 2985
3004 fix_player (who); 2986 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3005 2987 if (object *pl = op->visible_to ())
3006 if (!(aflags & AP_NO_MERGE))
3007 {
3008 object *tmp;
3009
3010 tmp = merge_ob (op, NULL);
3011 if (who->type == PLAYER)
3012 {
3013 if (tmp)
3014 { /* it was merged */
3015 esrv_del_item (who->contr, op->count);
3016 op = tmp;
3017 }
3018
3019 esrv_send_item (who, op); 2988 esrv_send_item (pl, op);
3020 } 2989
3021 } 2990 who->update_stats ();
2991
3022 return 0; 2992 return 0;
3023} 2993}
3024 2994
3025/** 2995/**
3026 * Returns the object that is using location 'loc'. 2996 * Returns the object that is using location 'loc'.
3027 * Note that 'start' is the first object to start examing - we 2997 * Note that 'start' is the first object to start examing - we
3028 * then go through the below of this. In this way, you can do 2998 * then go through the below of this. In this way, you can do
3029 * something like: 2999 * something like:
3030 * tmp = get_item_from_body_location(who->inv, 1); 3000 * tmp = get_next_item_from_body_location(who->inv, 1);
3031 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3001 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3032 * to find the second object that may use this location, etc. 3002 * to find the second object that may use this location, etc.
3033 * Returns NULL if no match is found. 3003 * Returns NULL if no match is found.
3034 * loc is the index into the array we are looking for a match. 3004 * loc is the index into the array we are looking for a match.
3035 * don't return invisible objects unless they are skill objects 3005 * don't return invisible objects unless they are skill objects
3036 * invisible other objects that use 3006 * invisible other objects that use
3037 * up body locations can be used as restrictions. 3007 * up body locations can be used as restrictions.
3038 */ 3008 */
3039object * 3009static object *
3040get_item_from_body_location (object *start, int loc) 3010get_next_item_from_body_location (int loc, object *start)
3041{ 3011{
3042 object *tmp;
3043
3044 if (!start)
3045 return NULL;
3046
3047 for (tmp = start; tmp; tmp = tmp->below) 3012 for (object *tmp = start; tmp; tmp = tmp->below)
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3013 if (tmp->flag [FLAG_APPLIED]
3014 && tmp->slot[loc].info
3015 && (!tmp->invisible || tmp->type == SKILL))
3049 return tmp; 3016 return tmp;
3050 3017
3051 return NULL; 3018 return 0;
3052} 3019}
3053
3054
3055 3020
3056/** 3021/**
3057 * 'op' wants to apply an object, but can't because of other equipment. 3022 * 'op' wants to apply an object, but can't because of other equipment.
3058 * This should only be called when it is known 3023 * This should only be called when it is known
3059 * that there are objects to unapply. This makes pretty heavy 3024 * that there are objects to unapply. This makes pretty heavy
3062 * Returns 0 on success, returns 1 if there is some problem. 3027 * Returns 0 on success, returns 1 if there is some problem.
3063 * if aflags is AP_PRINT, we instead print out waht to unapply 3028 * if aflags is AP_PRINT, we instead print out waht to unapply
3064 * instead of doing it. This is a lot less code than having 3029 * instead of doing it. This is a lot less code than having
3065 * another function that does just that. 3030 * another function that does just that.
3066 */ 3031 */
3032
3033#define CANNOT_REMOVE_CURSED \
3034 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3035 "Praying over an altar, scrolls of remove curse/damnation, " \
3036 "priests or even other players might help.>"
3037
3067int 3038int
3068unapply_for_ob (object *who, object *op, int aflags) 3039unapply_for_ob (object *who, object *op, int aflags)
3069{ 3040{
3070 int i; 3041 if (op->is_range ())
3071 object *tmp = NULL, *last;
3072
3073 /* If we are applying a shield or weapon, unapply any equipped shield
3074 * or weapons first - only allowed to use one weapon/shield at a time.
3075 */
3076 if (op->type == WEAPON || op->type == SHIELD)
3077 {
3078 for (tmp = who->inv; tmp; tmp = tmp->below) 3042 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3079 {
3080 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3043 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3081 {
3082 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3044 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3083 { 3045 {
3084 if (aflags & AP_PRINT) 3046 if (aflags & AP_PRINT)
3085 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3047 who->failmsg (query_name (tmp));
3086 else 3048 else
3087 unapply_special (who, tmp, aflags); 3049 unapply_special (who, tmp, aflags);
3088 } 3050 }
3089 else 3051 else
3090 { 3052 {
3091 /* In this case, we want to try and remove a cursed item. 3053 /* In this case, we want to try and remove a cursed item.
3092 * While we know it won't work, we want unapply_special to 3054 * While we know it won't work, we want unapply_special to
3093 * at least generate the message. 3055 * at least generate the message.
3094 */ 3056 */
3095 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3057 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3096 return 1; 3058 return 1;
3097 }
3098
3099 } 3059 }
3100 }
3101 }
3102 3060
3103 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3061 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3104 { 3062 {
3105 /* this used up a slot that we need to free */ 3063 /* this used up a slot that we need to free */
3106 if (op->body_info[i]) 3064 if (op->slot[i].info)
3107 { 3065 {
3108 last = who->inv; 3066 object *last = who->inv;
3109 3067
3110 /* We do a while loop - may need to remove several items in order 3068 /* We do a while loop - may need to remove several items in order
3111 * to free up enough slots. 3069 * to free up enough slots.
3112 */ 3070 */
3113 while ((who->body_used[i] + op->body_info[i]) < 0) 3071 while ((who->slot[i].used + op->slot[i].info) < 0)
3114 { 3072 {
3115 tmp = get_item_from_body_location (last, i); 3073 object *tmp = get_next_item_from_body_location (i, last);
3074
3116 if (!tmp) 3075 if (!tmp)
3117 { 3076 {
3118#if 0 3077#if 0
3119 /* Not a bug - we'll get this if the player has cursed items 3078 /* Not a bug - we'll get this if the player has cursed items
3120 * equipped. 3079 * equipped.
3121 */ 3080 */
3122 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3081 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3123#endif 3082#endif
3124 return 1; 3083 return 1;
3125 } 3084 }
3085
3126 /* If we are just printing, we don't care about cursed status */ 3086 /* If we are just printing, we don't care about cursed status */
3127 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3087 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3128 { 3088 {
3129 if (aflags & AP_PRINT) 3089 if (aflags & AP_PRINT)
3130 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3090 who->failmsg (query_name (tmp));
3131 else 3091 else
3132 unapply_special (who, tmp, aflags); 3092 unapply_special (who, tmp, aflags);
3133 } 3093 }
3134 else 3094 else
3135 { 3095 {
3136 /* Cursed item that we can't unequip - tell the player. 3096 /* Cursed item that we can't unequip - tell the player.
3137 * Note this could be annoying if this is just one of a few, 3097 * Note this could be annoying if this is just one of a few,
3138 * so it may not be critical (eg, putting on a ring and you have 3098 * so it may not be critical (eg, putting on a ring and you have
3139 * one cursed ring.) 3099 * one cursed ring.)
3140 */ 3100 */
3141 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3101 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3142 } 3102 }
3103
3143 last = tmp->below; 3104 last = tmp->below;
3144 } 3105 }
3145 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3106 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3146 * return in the !tmp would have kicked in. 3107 * return in the !tmp would have kicked in.
3147 */ 3108 */
3148 } /* if op is using this body location */ 3109 } /* if op is using this body location */
3149 } /* for body lcoations */ 3110 } /* for body lcoations */
3111
3150 return 0; 3112 return 0;
3151} 3113}
3152 3114
3153/** 3115/**
3154 * Checks to see if 'who' can apply object 'op'. 3116 * Checks to see if 'who' can apply object 'op'.
3155 * Returns 0 if apply can be done without anything special. 3117 * Returns 0 if apply can be done without anything special.
3156 * Otherwise returns a bitmask - potentially several of these may be 3118 * Otherwise returns a bitmask - potentially several of these may be
3157 * set, but largely depends on circumstance - in the future, processing 3119 * set, but largely depends on circumstance - in the future, processing
3158 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3120 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3159 * is set, do we really are what the other flags may be?) 3121 * is set, do we really care what the other flags may be?)
3160 * 3122 *
3161 * See include/define.h for detailed description of the meaning of 3123 * See include/define.h for detailed description of the meaning of
3162 * these return values. 3124 * these return values.
3163 */ 3125 */
3164int 3126int
3165can_apply_object (object *who, object *op) 3127can_apply_object (object *who, object *op)
3166{ 3128{
3167 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3129 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3168 return RESULT_INT (0); 3130 return RESULT_INT (0);
3169 3131
3170 int i, retval = 0; 3132 int retval = 0;
3171 object *tmp = NULL, *ws = NULL; 3133 object *tmp = 0, *ws = 0;
3172 3134
3173 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3135 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3174 * 2 weapons, but we don't want to let them do that. So if they are
3175 * trying to equip a weapon or shield, see if they already have one
3176 * in place and store that way.
3177 */
3178 if (op->type == WEAPON || op->type == SHIELD)
3179 { 3136 {
3180 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3137 if (op->slot[i].info)
3181 { 3138 {
3182 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3139 /* Item uses more slots than we have */
3140 if (who->slot[i].info + op->slot [i].info < 0)
3183 { 3141 {
3184 retval = CAN_APPLY_UNAPPLY;
3185 ws = tmp;
3186 }
3187 }
3188 }
3189
3190
3191 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3192 {
3193 if (op->body_info[i])
3194 {
3195 /* Item uses more slots than we have */
3196 if (FABS (op->body_info[i]) > who->body_info[i])
3197 {
3198 /* Could return now for efficiently - rest of info below isn' 3142 /* Could return now for efficiency - rest of info below isn't
3199 * really needed. 3143 * really needed.
3200 */ 3144 */
3201 retval |= CAN_APPLY_NEVER; 3145 retval |= CAN_APPLY_NEVER;
3202 } 3146 }
3203 else if ((who->body_used[i] + op->body_info[i]) < 0) 3147 else if (who->slot[i].used + op->slot[i].info < 0)
3204 { 3148 {
3205 /* in this case, equipping this would use more free spots than 3149 /* in this case, equipping this would use more free spots than
3206 * we have. 3150 * we have.
3207 */ 3151 */
3208 object *tmp1;
3209
3210 3152
3211 /* if we have an applied weapon/shield, and unapply it would free 3153 /* if we have an applied weapon/shield, and unapply it would free
3212 * enough slots to equip the new item, then just set this can 3154 * enough slots to equip the new item, then just set "can
3213 * continue. We don't care about the logic below - if you have 3155 * apply unapply". We don't care about the logic below - if you have a
3214 * shield equipped and try to equip another shield, there is only 3156 * shield equipped and try to equip another shield, there is only
3215 * one choice. However, the check for the number of body locations 3157 * one choice. However, the check for the number of body locations
3216 * does take into the account cases where what is being applied 3158 * does take into the account cases where what is being applied
3217 * may be two handed for example. 3159 * may be two handed for example.
3218 */ 3160 */
3219 if (ws) 3161 if (ws)
3220 { 3162 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3221 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3222 { 3163 {
3223 retval |= CAN_APPLY_UNAPPLY; 3164 retval |= CAN_APPLY_UNAPPLY;
3224 continue; 3165 continue;
3225 } 3166 }
3226 }
3227 3167
3228 tmp1 = get_item_from_body_location (who->inv, i); 3168 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3229 if (!tmp1) 3169 if (!tmp1)
3230 { 3170 {
3231#if 0 3171#if 0
3232 /* This is sort of an error, but happens a lot when old players 3172 /* This is sort of an error, but happens a lot when old players
3233 * join in with more stuff equipped than they are now allowed. 3173 * join in with more stuff equipped than they are now allowed.
3241 /* need to unapply something. However, if this something 3181 /* need to unapply something. However, if this something
3242 * is different than we had found before, it means they need 3182 * is different than we had found before, it means they need
3243 * to apply multiple objects 3183 * to apply multiple objects
3244 */ 3184 */
3245 retval |= CAN_APPLY_UNAPPLY; 3185 retval |= CAN_APPLY_UNAPPLY;
3186
3246 if (!tmp) 3187 if (!tmp)
3247 tmp = tmp1; 3188 tmp = tmp1;
3248 else if (tmp != tmp1) 3189 else if (tmp != tmp1)
3249 {
3250 retval |= CAN_APPLY_UNAPPLY_MULT; 3190 retval |= CAN_APPLY_UNAPPLY_MULT;
3251 } 3191
3252 /* This object isn't using up all the slots, so there must 3192 /* This object isn't using up all the slots, so there must
3253 * be another. If so, and it the new item doesn't need all 3193 * be another. If so, and it the new item doesn't need all
3254 * the slots, the player then has a choice. 3194 * the slots, the player then has a choice.
3255 */ 3195 */
3256 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3196 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3197 && abs (op->slot[i].info) < who->slot[i].info)
3257 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3198 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3258 3199
3259 /* Does unequippint 'tmp1' free up enough slots for this to be 3200 /* Does unequippint 'tmp1' free up enough slots for this to be
3260 * equipped? If not, there must be something else to unapply. 3201 * equipped? If not, there must be something else to unapply.
3261 */ 3202 */
3262 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3203 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3263 retval |= CAN_APPLY_UNAPPLY_MULT; 3204 retval |= CAN_APPLY_UNAPPLY_MULT;
3264
3265 } 3205 }
3266 } /* if not enough free slots */ 3206 } /* if not enough free slots */
3267 } /* if this object uses location i */ 3207 } /* if this object uses location i */
3268 } /* for i -> num_body_locations loop */ 3208 } /* for i -> num_body_locations loop */
3269 3209
3274 * and weapons all use the same slot. Similar for horn/rod/wand - they 3214 * and weapons all use the same slot. Similar for horn/rod/wand - they
3275 * all use the same location. 3215 * all use the same location.
3276 */ 3216 */
3277 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3217 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3278 retval |= CAN_APPLY_RESTRICTION; 3218 retval |= CAN_APPLY_RESTRICTION;
3219
3279 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3220 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3280 retval |= CAN_APPLY_RESTRICTION; 3221 retval |= CAN_APPLY_RESTRICTION;
3281 3222
3282
3283 if (who->type != PLAYER) 3223 if (who->type != PLAYER)
3284 { 3224 {
3285 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3225 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3286 retval |= CAN_APPLY_RESTRICTION; 3226 retval |= CAN_APPLY_RESTRICTION;
3227
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3228 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3229 retval |= CAN_APPLY_RESTRICTION;
3230
3289 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3231 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3290 retval |= CAN_APPLY_RESTRICTION; 3232 retval |= CAN_APPLY_RESTRICTION;
3233
3291 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3234 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3292 retval |= CAN_APPLY_RESTRICTION; 3235 retval |= CAN_APPLY_RESTRICTION;
3293 } 3236 }
3237
3294 return retval; 3238 return retval;
3295} 3239}
3296
3297
3298 3240
3299/** 3241/**
3300 * who is the object using the object. It can be a monster. 3242 * who is the object using the object. It can be a monster.
3301 * op is the object they are using. op is an equipment type item, 3243 * op is the object they are using. op is an equipment type item,
3302 * eg, one which you put on and keep on for a while, and not something 3244 * eg, one which you put on and keep on for a while, and not something
3311 * AP_UNAPPLY=always unapply). 3253 * AP_UNAPPLY=always unapply).
3312 * 3254 *
3313 * Optional flags: 3255 * Optional flags:
3314 * AP_NO_MERGE: don't merge an unapplied object with other objects 3256 * AP_NO_MERGE: don't merge an unapplied object with other objects
3315 * AP_IGNORE_CURSE: unapply cursed items 3257 * AP_IGNORE_CURSE: unapply cursed items
3258 * AP_NO_READY: do not ready skills when applying skill tools
3316 * 3259 *
3317 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3260 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3318 * 3261 *
3319 * apply_special() doesn't check for unpaid items. 3262 * apply_special() doesn't check for unpaid items.
3320 */ 3263 */
3264
3265#define LACK_ITEM_POWER \
3266 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3267
3321int 3268int
3322apply_special (object *who, object *op, int aflags) 3269apply_special (object *who, object *op, int aflags)
3323{ 3270{
3324 int basic_flag = aflags & AP_BASIC_FLAGS; 3271 int basic_flag = aflags & AP_BASIC_FLAGS;
3325 object *tmp, *tmp2, *skop = NULL; 3272 object *tmp, *tmp2, *skop = NULL;
3326 int i;
3327 3273
3328 if (who == NULL) 3274 if (who == NULL)
3329 { 3275 {
3330 LOG (llevError, "apply_special() from object without environment.\n"); 3276 LOG (llevError, "apply_special() from object without environment.\n");
3331 return 1; 3277 return 1;
3341 if (basic_flag == AP_APPLY) 3287 if (basic_flag == AP_APPLY)
3342 return 0; 3288 return 0;
3343 3289
3344 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3290 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3345 { 3291 {
3346 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3292 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3347 return 1; 3293 return 1;
3348 } 3294 }
3295
3349 return unapply_special (who, op, aflags); 3296 return unapply_special (who, op, aflags);
3350 } 3297 }
3351
3352 if (basic_flag == AP_UNAPPLY) 3298 else if (basic_flag == AP_UNAPPLY)
3353 return 0; 3299 return 0;
3354 3300
3355 i = can_apply_object (who, op); 3301 // if the item is combat/ranged, wield the relevant slot first
3302 // to resolve conflicts.
3303 if (player *pl = who->contr)
3304 switch (op->slottype ())
3305 {
3306 case slot_combat: who->change_weapon (pl->combat_ob); break;
3307 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3308 }
3309
3310 splay (op);
3356 3311
3357 /* Can't just apply this object. Lets see what not and what to do */ 3312 /* Can't just apply this object. Lets see what not and what to do */
3358 if (i) 3313 if (int i = can_apply_object (who, op))
3359 { 3314 {
3360 if (i & CAN_APPLY_NEVER) 3315 if (i & CAN_APPLY_NEVER)
3361 { 3316 {
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3317 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3363 return 1; 3318 return 1;
3364 } 3319 }
3365 else if (i & CAN_APPLY_RESTRICTION) 3320 else if (i & CAN_APPLY_RESTRICTION)
3366 { 3321 {
3367 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3322 who->failmsg (format (
3323 "You have a prohibition against using a %s. "
3324 "H<Your belief, profession or class prevents you from applying this item.>",
3325 query_name (op)
3326 ));
3368 return 1; 3327 return 1;
3369 } 3328 }
3329
3370 if (who->type != PLAYER) 3330 if (who->type != PLAYER)
3371 { 3331 {
3372 /* Some error, so don't try to equip something more */ 3332 /* Some error, so don't try to equip something more */
3373 if (unapply_for_ob (who, op, aflags)) 3333 if (unapply_for_ob (who, op, aflags))
3374 return 1; 3334 return 1;
3375 } 3335 }
3376 else 3336 else
3377 { 3337 {
3378 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3338 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3379 { 3339 {
3380 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3340 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3381 unapply_for_ob (who, op, AP_PRINT); 3341 unapply_for_ob (who, op, AP_PRINT);
3382 return 1; 3342 return 1;
3383 } 3343 }
3384 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3344 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3385 {
3386 i = unapply_for_ob (who, op, aflags); 3345 if (unapply_for_ob (who, op, aflags))
3387 if (i)
3388 return 1; 3346 return 1;
3389 } 3347 }
3390 }
3391 } 3348 }
3349
3392 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3350 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3393 { 3351 {
3394 skop = find_skill_by_name (who, op->skill); 3352 skop = find_skill_by_name (who, op->skill);
3353
3395 if (!skop) 3354 if (!skop)
3396 { 3355 {
3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3356 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3398 return 1; 3357 return 1;
3399 } 3358 }
3400 else 3359 else
3401 {
3402 /* While experience will be credited properly, we want to change the 3360 /* While experience will be credited properly, we want to change the
3403 * skill so that the dam and wc get updated 3361 * skill so that the dam and wc get updated
3404 */ 3362 */
3405 change_skill (who, skop, 0); 3363 who->change_skill (skop);
3406 }
3407 }
3408
3409 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3410 { 3364 }
3411 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3365
3366 if (!check_item_power (who, op->item_power))
3367 {
3368 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3412 return 1; 3369 return 1;
3413 } 3370 }
3414
3415 3371
3416 /* Ok. We are now at the state where we can apply the new object. 3372 /* Ok. We are now at the state where we can apply the new object.
3417 * Note that we don't have the checks for can_use_... 3373 * Note that we don't have the checks for can_use_...
3418 * below - that is already taken care of by can_apply_object. 3374 * below - that is already taken care of by can_apply_object.
3419 */ 3375 */
3420 3376 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3421
3422 if (op->nrof > 1)
3423 tmp = get_split_ob (op, op->nrof - 1);
3424 else
3425 tmp = NULL;
3426 3377
3427 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3378 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3428 return RESULT_INT (0); 3379 return RESULT_INT (0);
3429 3380
3430 switch (op->type) 3381 switch (op->type)
3431 { 3382 {
3432 case WEAPON: 3383 case WEAPON:
3433 if (!check_weapon_power (who, op->last_eat)) 3384 //TODO: this obviously fails for players using a shorter prefix
3434 { 3385 // i.e. "R" can use Ragnarok's sword.
3435 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3386 if (op->level && !op->name.starts_with (who->name))
3436 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3437 if (tmp != NULL)
3438 (void) insert_ob_in_ob (tmp, who);
3439 return 1;
3440 }
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3387 {
3443 /* if the weapon does not have the name as the character, can't use it. */ 3388 /* if the weapon does not have the name as the character, can't use it. */
3444 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3389 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3445 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3390 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3391
3446 if (tmp != NULL) 3392 if (tmp)
3447 (void) insert_ob_in_ob (tmp, who); 3393 insert_ob_in_ob (tmp, who);
3394
3448 return 1; 3395 return 1;
3449 } 3396 }
3397
3398 if (!skop)
3399 {
3400 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3401 return 1;
3402 }
3403
3450 SET_FLAG (op, FLAG_APPLIED); 3404 SET_FLAG (op, FLAG_APPLIED);
3451
3452 if (skop)
3453 change_skill (who, skop, 1); 3405 who->change_skill (skop);
3454 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3406
3407 if (who->contr)
3408 who->change_weapon (who->contr->combat_ob = op);
3409
3410 who->statusmsg (format ("You wield %s.", query_name (op)));
3411
3455 SET_FLAG (who, FLAG_READY_WEAPON); 3412 SET_FLAG (who, FLAG_READY_WEAPON);
3456
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3458
3459 (void) change_abil (who, op); 3413 change_abil (who, op);
3460 break; 3414 break;
3461 3415
3462 case ARMOUR: 3416 case ARMOUR:
3463 case HELMET: 3417 case HELMET:
3464 case SHIELD: 3418 case SHIELD:
3468 case BRACERS: 3422 case BRACERS:
3469 case CLOAK: 3423 case CLOAK:
3470 case RING: 3424 case RING:
3471 case AMULET: 3425 case AMULET:
3472 SET_FLAG (op, FLAG_APPLIED); 3426 SET_FLAG (op, FLAG_APPLIED);
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3427 who->statusmsg (format ("You wear %s.", query_name (op)));
3474 (void) change_abil (who, op); 3428 change_abil (who, op);
3475 break; 3429 break;
3476 case LAMP: 3430
3477 if (op->stats.food < 1) 3431 case SKILL_TOOL:
3432 // applying a skill tool also readies the skill
3433 SET_FLAG (op, FLAG_APPLIED);
3434
3435 if (!(aflags & AP_NO_READY))
3478 { 3436 {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3437 skop = find_skill_by_name (who, op->skill);
3438 if (!skop->flag [FLAG_APPLIED])
3439 apply_special (who, skop, AP_APPLY);
3440 }
3441 break;
3442
3443 case SKILL:
3444 if (player *pl = who->contr)
3445 {
3446 if (IS_COMBAT_SKILL (op->subtype))
3447 {
3448 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3449 {
3450 for (object *item = who->inv; item; item = item->below)
3451 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3452 {
3453 if (item->skill == op->skill)
3454 {
3455 who->change_weapon (pl->combat_ob = item);
3456 goto found_weapon;
3457 }
3458 }
3459
3460 who->failmsg (format (
3461 "You need to apply a '%s' melee weapon before readying this skill. "
3462 "H<Some skills need an item, in this case a melee weapon, to function.>",
3463 &op->skill
3464 ));
3465 return 1;
3466
3467 found_weapon:;
3468 }
3469 else
3470 who->change_weapon (pl->combat_ob = op);
3471 }
3472 else if (IS_RANGED_SKILL (op->subtype))
3473 {
3474 if (skill_flags [op->subtype] & SF_NEED_BOW)
3475 {
3476 for (object *item = who->inv; item; item = item->below)
3477 if (item->type == BOW && item->flag [FLAG_APPLIED])
3478 {
3479 //TODO: bows should/must all have skill missile weapon right now
3480 who->change_weapon (pl->ranged_ob = item);
3481 goto found_bow;
3482 }
3483
3484 who->failmsg (
3485 "You need to apply a missile weapon before readying this skill. "
3486 "H<Some skills need an item, in this case a missile weapon, to function.>"
3487 );
3488 return 1;
3489
3490 found_bow:;
3491 }
3492 else
3493 who->change_weapon (pl->ranged_ob = op);
3494 }
3495
3496 if (!op->invisible)
3497 {
3498 who->statusmsg (format (
3499 "You ready %s."
3500 "You can now use the skill: %s.",
3501 query_name (op),
3502 &op->skill
3503 ));
3504 }
3505 else
3506 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3507 }
3508 else
3509 {
3510 SET_FLAG (op, FLAG_APPLIED);
3511 change_abil (who, op);
3512 who->chosen_skill = op;
3513 SET_FLAG (who, FLAG_READY_SKILL);
3514 }
3515
3516 break;
3517
3518 case BOW:
3519 if (op->level && !op->name.starts_with (who->name))
3520 {
3521 who->failmsg ("The weapon does not recognize you as its owner. "
3522 "H<Its name indicates that it belongs to somebody else.>");
3523 if (tmp)
3524 insert_ob_in_ob (tmp, who);
3525
3480 return 1; 3526 return 1;
3481 } 3527 }
3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3483 tmp2 = arch_to_object (op->other_arch);
3484 tmp2->stats.food = op->stats.food;
3485 SET_FLAG (tmp2, FLAG_APPLIED);
3486 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3487 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3488 insert_ob_in_ob (tmp2, who);
3489 3528
3490 /* Remove the old lantern */ 3529 /*FALLTHROUGH*/
3491 if (who->type == PLAYER)
3492 esrv_del_item (who->contr, op->count);
3493
3494 remove_ob (op);
3495 free_object (op);
3496
3497 /* insert the portion that was split off */
3498 if (tmp != NULL)
3499 {
3500 (void) insert_ob_in_ob (tmp, who);
3501 if (who->type == PLAYER)
3502 esrv_send_item (who, tmp);
3503 }
3504 fix_player (who);
3505 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3506 {
3507 if (who->type == PLAYER)
3508 {
3509 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3510 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3511 }
3512 }
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp2);
3515 return 0;
3516 break;
3517
3518 /* this part is needed for skill-tools */
3519 case SKILL:
3520 case SKILL_TOOL:
3521 if (who->chosen_skill)
3522 {
3523 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3524 return 1;
3525 }
3526 if (who->type == PLAYER)
3527 {
3528 who->contr->shoottype = range_skill;
3529 who->contr->ranges[range_skill] = op;
3530 if (!op->invisible)
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3534 }
3535 else
3536 {
3537 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3538 }
3539 }
3540 SET_FLAG (op, FLAG_APPLIED);
3541 (void) change_abil (who, op);
3542 who->chosen_skill = op;
3543 SET_FLAG (who, FLAG_READY_SKILL);
3544 break;
3545
3546 case BOW: 3530 case WAND:
3547 if (!check_weapon_power (who, op->last_eat))
3548 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3550 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3551 if (tmp != NULL)
3552 (void) insert_ob_in_ob (tmp, who);
3553 return 1;
3554 }
3555 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3556 {
3557 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3558 if (tmp != NULL)
3559 (void) insert_ob_in_ob (tmp, who);
3560 return 1;
3561 }
3562 /*FALLTHROUGH*/ case WAND:
3563 case ROD: 3531 case ROD:
3564 case HORN: 3532 case HORN:
3565 /* check for skill, alter player status */ 3533 /* check for skill, alter player status */
3534
3535 if (!skop)
3536 {
3537 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3538 return 1;
3539 }
3540
3566 SET_FLAG (op, FLAG_APPLIED); 3541 SET_FLAG (op, FLAG_APPLIED);
3567 if (skop)
3568 change_skill (who, skop, 0); 3542 who->change_skill (skop);
3569 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3570 3543
3571 if (who->type == PLAYER) 3544 if (who->contr)
3572 { 3545 {
3546 who->contr->ranged_ob = op;
3547
3548 who->statusmsg (format ("You ready %s.", query_name (op)));
3549
3573 if (op->type == BOW) 3550 if (op->type == BOW)
3574 { 3551 {
3552 who->current_weapon = op;
3575 (void) change_abil (who, op); 3553 change_abil (who, op);
3576 new_draw_info_format (NDI_UNIQUE, 0, who,
3577 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3554 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3578 who->contr->shoottype = range_bow;
3579 }
3580 else
3581 {
3582 who->contr->shoottype = range_misc;
3583 } 3555 }
3584 } 3556 }
3585 else 3557 else
3586 { 3558 {
3587 if (op->type == BOW) 3559 if (op->type == BOW)
3588 SET_FLAG (who, FLAG_READY_BOW); 3560 SET_FLAG (who, FLAG_READY_BOW);
3589 else 3561 else
3590 SET_FLAG (who, FLAG_READY_RANGE); 3562 SET_FLAG (who, FLAG_READY_RANGE);
3591 } 3563 }
3564
3592 break; 3565 break;
3593 3566
3594 case BUILDER: 3567 case BUILDER:
3595 if (who->contr->ranges[range_builder]) 3568 if (who->type == PLAYER)
3569 {
3570 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3571 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3596 unapply_special (who, who->contr->ranges[range_builder], 0); 3572 unapply_special (who, who->contr->ranged_ob, 0);
3597 who->contr->shoottype = range_builder; 3573
3574 who->statusmsg (format ("You ready your %s.", query_name (op)));
3575
3598 who->contr->ranges[range_builder] = op; 3576 who->contr->ranged_ob = op;
3599 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3577 }
3600 break; 3578 break;
3601 3579
3602 default: 3580 default:
3603 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3581 who->statusmsg (format ("You apply %s.", query_name (op)));
3604 } /* end of switch op->type */ 3582 }
3605 3583
3606 SET_FLAG (op, FLAG_APPLIED); 3584 SET_FLAG (op, FLAG_APPLIED);
3607 3585
3608 if (tmp != NULL) 3586 if (tmp)
3609 tmp = insert_ob_in_ob (tmp, who); 3587 who->insert (tmp);
3610 3588
3611 fix_player (who); 3589 who->update_stats ();
3612 3590
3613 /* We exclude spell casting objects. The fire code will set the 3591 /* We exclude spell casting objects. The fire code will set the
3614 * been applied flag when they are used - until that point, 3592 * been applied flag when they are used - until that point,
3615 * you don't know anything about them. 3593 * you don't know anything about them.
3616 */ 3594 */
3617 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3595 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3618 SET_FLAG (op, FLAG_BEEN_APPLIED); 3596 SET_FLAG (op, FLAG_BEEN_APPLIED);
3619 3597
3620 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3598 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3621 {
3622 if (who->type == PLAYER) 3599 if (who->type == PLAYER)
3623 { 3600 {
3624 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3601 who->failmsg (
3602 "Oops, it feels deadly cold! "
3603 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3604 );
3625 SET_FLAG (op, FLAG_KNOWN_CURSED); 3605 SET_FLAG (op, FLAG_KNOWN_CURSED);
3626 } 3606 }
3627 } 3607
3628 if (who->type == PLAYER) 3608 if (object *pl = op->visible_to ())
3629 {
3630 /* if multiple objects were applied, update both slots */
3631 if (tmp)
3632 esrv_send_item (who, tmp);
3633 esrv_send_item (who, op); 3609 esrv_send_item (pl, op);
3634 } 3610
3635 return 0; 3611 return 0;
3636} 3612}
3637
3638 3613
3639int 3614int
3640monster_apply_special (object *who, object *op, int aflags) 3615monster_apply_special (object *who, object *op, int aflags)
3641{ 3616{
3642 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3617 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3643 return 1; 3618 return 1;
3619
3644 return apply_special (who, op, aflags); 3620 return apply_special (who, op, aflags);
3645} 3621}
3646 3622
3647/** 3623/**
3648 * Map was just loaded, handle op's initialisation. 3624 * Map was just loaded, handle op's initialisation.
3653auto_apply (object *op) 3629auto_apply (object *op)
3654{ 3630{
3655 object *tmp = NULL, *tmp2; 3631 object *tmp = NULL, *tmp2;
3656 int i; 3632 int i;
3657 3633
3634 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3635
3658 switch (op->type) 3636 switch (op->type)
3659 { 3637 {
3660 case SHOP_FLOOR: 3638 case SHOP_FLOOR:
3661 if (!HAS_RANDOM_ITEMS (op)) 3639 if (!op->has_random_items ())
3662 return 0; 3640 return 0;
3641
3663 do 3642 do
3664 { 3643 {
3665 i = 10; /* let's give it 10 tries */ 3644 i = 10; /* let's give it 10 tries */
3666 while ((tmp = generate_treasure (op->randomitems, 3645 while ((tmp = generate_treasure (op->randomitems,
3667 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3646 op->stats.exp
3647 ? (int) op->stats.exp
3648 : max (op->map->difficulty, 5)))
3649 == NULL && --i);
3650
3668 if (tmp == NULL) 3651 if (tmp == NULL)
3669 return 0; 3652 return 0;
3653
3670 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3654 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3671 { 3655 {
3672 free_object (tmp); 3656 tmp->destroy ();
3673 tmp = NULL; 3657 tmp = NULL;
3674 } 3658 }
3675 } 3659 }
3676 while (!tmp); 3660 while (!tmp);
3661
3677 tmp->x = op->x; 3662 tmp->x = op->x;
3678 tmp->y = op->y; 3663 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3664 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3665 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp); 3666 identify (tmp);
3683 break; 3667 break;
3684 3668
3685 case TREASURE: 3669 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3670 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3671 return 0;
3672
3688 while ((op->stats.hp--) > 0) 3673 while (op->stats.hp-- > 0)
3689 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3674 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3690 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3675 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3691 3676
3692 /* If we generated an object and put it in this object inventory, 3677 /* If we generated an object and put it in this object inventory,
3693 * move it to the parent object as the current object is about 3678 * move it to the parent object as the current object is about
3694 * to disappear. An example of this item is the random_* stuff 3679 * to disappear. An example of this item is the random_* stuff
3695 * that is put inside other objects. 3680 * that is put inside other objects.
3696 */ 3681 */
3697 for (tmp = op->inv; tmp; tmp = tmp2)
3698 {
3699 tmp2 = tmp->below;
3700 remove_ob (tmp);
3701 if (op->env) 3682 if (op->env)
3702 insert_ob_in_ob (tmp, op->env); 3683 while (op->inv)
3703 else 3684 op->env->insert (op->inv);
3704 free_object (tmp); 3685
3705 } 3686 op->destroy ();
3706 remove_ob (op);
3707 free_object (op);
3708 break; 3687 break;
3709 } 3688 }
3710 return tmp ? 1 : 0;
3711}
3712 3689
3690 return !!tmp;
3691}
3692
3713/** 3693/**
3714 * fix_auto_apply goes through the entire map (only the first time 3694 * fix_auto_apply goes through the entire map every time a map
3715 * when an original map is loaded) and performs special actions for 3695 * is loaded or swapped in and performs special actions for
3716 * certain objects (most initialization of chests and creation of 3696 * certain objects (most initialization of chests and creation of
3717 * treasures and stuff). Calls auto_apply if appropriate. 3697 * treasures and stuff). Calls auto_apply if appropriate.
3718 */ 3698 */
3719void 3699void
3720fix_auto_apply (maptile *m) 3700maptile::fix_auto_apply ()
3721{ 3701{
3722 object *tmp, *above = NULL; 3702 if (!spaces)
3723 int x, y;
3724
3725 if (m == NULL)
3726 return; 3703 return;
3727 3704
3728 for (x = 0; x < MAP_WIDTH (m); x++) 3705 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3729 for (y = 0; y < MAP_HEIGHT (m); y++) 3706 for (object *tmp = ms->bot; tmp; )
3730 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3731 { 3707 {
3732 above = tmp->above; 3708 object *above = tmp->above;
3733 3709
3734 if (tmp->inv) 3710 if (tmp->inv)
3735 { 3711 {
3736 object *invtmp, *invnext; 3712 object *invtmp, *invnext;
3737 3713
3738 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3714 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3739 { 3715 {
3740 invnext = invtmp->below; 3716 invnext = invtmp->below;
3741 3717
3742 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3718 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3743 auto_apply (invtmp); 3719 auto_apply (invtmp);
3744 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3720 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3745 { 3721 {
3746 while ((invtmp->stats.hp--) > 0) 3722 while (invtmp->stats.hp-- > 0)
3747 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3748
3749 invtmp->randomitems = NULL;
3750 }
3751 else if (invtmp && invtmp->arch
3752 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3753 {
3754 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3723 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3724
3725 invtmp->randomitems = NULL;
3726 }
3727 else if (invtmp && invtmp->arch
3728 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3729 {
3730 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3755 /* Need to clear this so that we never try to create 3731 /* Need to clear this so that we never try to create
3756 * treasure again for this object 3732 * treasure again for this object
3757 */ 3733 */
3758 invtmp->randomitems = NULL; 3734 invtmp->randomitems = NULL;
3759 } 3735 }
3760 } 3736 }
3761 /* This is really temporary - the code at the bottom will 3737 /* This is really temporary - the code at the bottom will
3762 * also set randomitems to null. The problem is there are bunches 3738 * also set randomitems to null. The problem is there are bunches
3763 * of maps/players already out there with items that have spells 3739 * of maps/players already out there with items that have spells
3764 * which haven't had the randomitems set to null yet. 3740 * which haven't had the randomitems set to null yet.
3765 * MSW 2004-05-13 3741 * MSW 2004-05-13
3766 * 3742 *
3767 * And if it's a spellbook, it's better to set randomitems to NULL too, 3743 * And if it's a spellbook, it's better to set randomitems to NULL too,
3768 * else you get two spells in the book ^_- 3744 * else you get two spells in the book ^_-
3769 * Ryo 2004-08-16 3745 * Ryo 2004-08-16
3770 */ 3746 */
3771 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3747 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3772 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3748 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3773 tmp->randomitems = NULL;
3774
3775 }
3776
3777 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3778 auto_apply (tmp);
3779 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3780 {
3781 while ((tmp->stats.hp--) > 0)
3782 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3783 tmp->randomitems = NULL; 3749 tmp->randomitems = NULL;
3750
3784 } 3751 }
3752
3753 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3754 auto_apply (tmp);
3755 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3756 {
3757 while ((tmp->stats.hp--) > 0)
3758 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3759 tmp->randomitems = NULL;
3760 }
3785 else if (tmp->type == TIMED_GATE) 3761 else if (tmp->type == TIMED_GATE)
3786 { 3762 {
3787 object *head = tmp->head != NULL ? tmp->head : tmp; 3763 object *head = tmp->head != NULL ? tmp->head : tmp;
3788 3764
3789 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3765 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3790 {
3791 tmp->speed = 0; 3766 tmp->set_speed (0);
3792 update_ob_speed (tmp);
3793 }
3794 } 3767 }
3795 /* This function can be called everytime a map is loaded, even when 3768 /* This function can be called everytime a map is loaded, even when
3796 * swapping back in. As such, we don't want to create the treasure 3769 * swapping back in. As such, we don't want to create the treasure
3797 * over and ove again, so after we generate the treasure, blank out 3770 * over and ove again, so after we generate the treasure, blank out
3798 * randomitems so if it is swapped in again, it won't make anything. 3771 * randomitems so if it is swapped in again, it won't make anything.
3799 * This is a problem for the above objects, because they have counters 3772 * This is a problem for the above objects, because they have counters
3800 * which say how many times to make the treasure. 3773 * which say how many times to make the treasure.
3801 */ 3774 */
3802 else if (tmp && tmp->arch && tmp->type != PLAYER 3775 else if (tmp && tmp->arch && tmp->type != PLAYER
3803 && tmp->type != TREASURE && tmp->type != SPELL 3776 && tmp->type != TREASURE && tmp->type != SPELL
3804 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3777 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3805 { 3778 {
3806 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3779 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3807 tmp->randomitems = NULL; 3780 tmp->randomitems = NULL;
3808 } 3781 }
3782
3783 // close all containers
3784 else if (tmp->type == CONTAINER)
3785 tmp->flag [FLAG_APPLIED] = 0;
3786
3787 tmp = above;
3809 } 3788 }
3810 3789
3811 for (x = 0; x < MAP_WIDTH (m); x++) 3790 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3812 for (y = 0; y < MAP_HEIGHT (m); y++) 3791 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3813 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3814 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3792 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3815 check_trigger (tmp, tmp->above); 3793 check_trigger (tmp, tmp->above, tmp->above);
3816} 3794}
3817 3795
3818/** 3796/**
3819 * Handles player eating food that temporarily changes status (resistances, stats). 3797 * Handles player eating food that temporarily changes status (resistances, stats).
3820 * This used to call cast_change_attr(), but 3798 * This used to call cast_change_attr(), but
3821 * that doesn't work with the new spell code. Since we know what 3799 * that doesn't work with the new spell code. Since we know what
3822 * the food changes, just grab a force and use that instead. 3800 * the food changes, just grab a force and use that instead.
3823 */ 3801 */
3824
3825void 3802void
3826eat_special_food (object *who, object *food) 3803eat_special_food (object *who, object *food)
3827{ 3804{
3828 object *force; 3805 object *force;
3829 int i, did_one = 0; 3806 int i, did_one = 0;
3830 sint8 k;
3831 3807
3832 force = get_archetype (FORCE_NAME); 3808 char buf[64];
3809 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3810 shstr key (buf);
3833 3811
3834 for (i = 0; i < NUM_STATS; i++)
3835 {
3836 k = get_attr_value (&food->stats, i);
3837 if (k)
3838 {
3839 set_attr_value (&force->stats, i, k);
3840 did_one = 1;
3841 }
3842 }
3843
3844 /* check if we can protect the eater */
3845 for (i = 0; i < NROFATTACKS; i++)
3846 {
3847 if (food->resist[i] > 0)
3848 {
3849 force->resist[i] = food->resist[i] / 2;
3850 did_one = 1;
3851 }
3852 }
3853 if (did_one)
3854 {
3855 force->speed = 0.1;
3856 update_ob_speed (force);
3857 /* bigger morsel of food = longer effect time */ 3812 /* bigger morsel of food = longer effect time */
3858 force->stats.food = food->stats.food / 5; 3813 int duration = TIME2TICK (food->stats.food);
3859 SET_FLAG (force, FLAG_IS_USED_UP); 3814
3860 SET_FLAG (force, FLAG_APPLIED); 3815 if (force = who->force_find (key))
3861 change_abil (who, force); 3816 {
3862 insert_ob_in_ob (force, who); 3817 if (duration > abs (force->speed_left / force->speed))
3818 {
3819 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));
3820 force->force_set_timer (duration);
3821 }
3822 else
3823 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3824
3825 return;
3863 } 3826 }
3864 else 3827 else
3865 { 3828 {
3866 free_object (force); 3829 force = who->force_add (key, duration);
3830 force->name = key;
3831
3832 /* check if the food affects a stat */
3833 for (i = 0; i < NUM_STATS; i++)
3834 if (sint8 k = food->stats.stat (i))
3835 {
3836 force->stats.stat (i) = k;
3837 did_one = 1;
3838 }
3839
3840 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++)
3842 {
3843 if (food->resist[i] > 0)
3844 {
3845 force->resist[i] = food->resist[i];
3846 did_one = 1;
3847 }
3848 }
3849
3850 if (did_one)
3851 {
3852 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));
3853
3854 /* make the force take effect and report effects to user */
3855 change_abil (who, force);
3856 }
3857 else
3858 force->destroy ();
3867 } 3859 }
3868 3860
3869 /* check for hp, sp change */ 3861 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3862 if (food->stats.hp != 0)
3871 { 3863 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3864 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3865 {
3874 strcpy (who->contr->killer, food->name); 3866 who->contr->killer = food;
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3867 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3868 who->failmsg ("Eck!...that was poisonous!");
3877 } 3869 }
3878 else 3870 else
3879 { 3871 {
3880 if (food->stats.hp > 0) 3872 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3873 who->statusmsg ("You begin to feel better.");
3882 else 3874 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3875 who->failmsg ("Eck!...that was poisonous!");
3876
3884 who->stats.hp += food->stats.hp; 3877 who->stats.hp += food->stats.hp;
3885 } 3878 }
3886 } 3879 }
3880
3887 if (food->stats.sp != 0) 3881 if (food->stats.sp != 0)
3888 { 3882 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 3883 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 3884 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3885 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 3886 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 3887 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 3888 who->stats.sp = 0;
3895 } 3889 }
3896 else 3890 else
3897 { 3891 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3892 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3893 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3894 /* place limit on max sp from food? */
3901 } 3895 }
3902 } 3896 }
3903 fix_player (who);
3904}
3905 3897
3906 3898 who->update_stats ();
3907/**
3908 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t.
3911 */
3912
3913void
3914apply_lighter (object *who, object *lighter)
3915{
3916 object *item;
3917 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919
3920 item = find_marked_object (who);
3921 if (item)
3922 {
3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = get_object ();
3930
3931 copy_object (lighter, oneLighter);
3932 lighter->nrof -= 1;
3933 oneLighter->nrof = 1;
3934 oneLighter->stats.food--;
3935 esrv_send_item (who, lighter);
3936 oneLighter = insert_ob_in_ob (oneLighter, who);
3937 esrv_send_item (who, oneLighter);
3938 }
3939 else
3940 lighter->stats.food--;
3941 }
3942 else if (lighter->last_eat)
3943 { /* no charges left in lighter */
3944 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3945 return;
3946 }
3947 /* Perhaps we should split what we are trying to light on fire?
3948 * I can't see many times when you would want to light multiple
3949 * objects at once.
3950 */
3951 /* If the item is destroyed, we don't have a valid pointer to the
3952 * name object, so make a copy so the message we print out makes
3953 * some sense.
3954 */
3955 strcpy (item_name, item->name);
3956 if (who == is_player_inv (item))
3957 is_player_env = 1;
3958
3959 save_throw_object (item, AT_FIRE, who);
3960 /* Change to check count and not freed, since the object pointer
3961 * may have gotten recycled
3962 */
3963 if (item->destroyed ())
3964 {
3965 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3966 /* Need to update the player so that the players glow radius
3967 * gets changed.
3968 */
3969 if (is_player_env)
3970 fix_player (who);
3971 }
3972 else
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3974 }
3975 else /* nothing to light */
3976 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3977
3978} 3899}
3900
3979 3901
3980/** 3902/**
3981 * op made some mistake with a scroll, this takes care of punishment. 3903 * op made some mistake with a scroll, this takes care of punishment.
3982 * scroll_failure()- hacked directly from spell_failure 3904 * scroll_failure()- hacked directly from spell_failure
3983 */ 3905 */
3989 3911
3990 if (failure <= -1 && failure > -15) 3912 if (failure <= -1 && failure > -15)
3991 { /* wonder */ 3913 { /* wonder */
3992 object *tmp; 3914 object *tmp;
3993 3915
3994 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3916 op->failmsg ("Your spell warps!");
3995 tmp = get_archetype (SPELL_WONDER); 3917 tmp = get_archetype (SPELL_WONDER);
3996 cast_wonder (op, op, 0, tmp); 3918 cast_wonder (op, op, 0, tmp);
3997 free_object (tmp); 3919 tmp->destroy ();
3998 } 3920 }
3999 else if (failure <= -15 && failure > -35) 3921 else if (failure <= -15 && failure > -35)
4000 { /* drain mana */ 3922 { /* drain mana */
4001 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3923 op->failmsg ("Your mana is drained!");
4002 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3924 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4003 if (op->stats.sp < 0) 3925 if (op->stats.sp < 0)
4004 op->stats.sp = 0; 3926 op->stats.sp = 0;
4005 } 3927 }
4006 else if (settings.spell_failure_effects == TRUE) 3928 else if (settings.spell_failure_effects == TRUE)
4007 { 3929 {
4008 if (failure <= -35 && failure > -60) 3930 if (failure <= -35 && failure > -60)
4009 { /* confusion */ 3931 { /* confusion */
4010 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3932 op->failmsg ("The magic recoils on you!");
4011 confuse_player (op, op, power); 3933 confuse_player (op, op, power);
4012 } 3934 }
4013 else if (failure <= -60 && failure > -70) 3935 else if (failure <= -60 && failure > -70)
4014 { /* paralysis */ 3936 { /* paralysis */
4015 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3937 op->failmsg ("The magic recoils and paralyzes you!");
4016 paralyze_player (op, op, power); 3938 paralyze_player (op, op, power);
4017 } 3939 }
4018 else if (failure <= -70 && failure > -80) 3940 else if (failure <= -70 && failure > -80)
4019 { /* blind */ 3941 { /* blind */
4020 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3942 op->failmsg ("The magic recoils on you!");
4021 blind_player (op, op, power); 3943 blind_player (op, op, power);
4022 } 3944 }
4023 else if (failure <= -80) 3945 else if (failure <= -80)
4024 { /* blast the immediate area */ 3946 { /* blast the immediate area */
4025 object *tmp;
4026
4027 tmp = get_archetype (LOOSE_MANA); 3947 object *tmp = get_archetype (LOOSE_MANA);
4028 cast_magic_storm (op, tmp, power); 3948 cast_magic_storm (op, tmp, power);
4029 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3949 op->failmsg ("You unleash uncontrolled mana!");
4030 free_object (tmp); 3950 tmp->destroy ();
4031 } 3951 }
4032 } 3952 }
4033} 3953}
4034 3954
4035void 3955void
4054 */ 3974 */
4055 int i, j; 3975 int i, j;
4056 3976
4057 for (i = 0; i < NUM_STATS; i++) 3977 for (i = 0; i < NUM_STATS; i++)
4058 { 3978 {
4059 sint8 stat = get_attr_value (stats, i); 3979 int race_bonus = pl->arch->stats.stat (i);
4060 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3980 sint8 stat = stats->stat (i) + ns->stat (i);
4061 3981
4062 stat += get_attr_value (ns, i);
4063 if (stat > 20 + race_bonus) 3982 if (stat > 20 + race_bonus)
4064 { 3983 {
4065 excess_stat++; 3984 excess_stat++;
4066 stat = 20 + race_bonus; 3985 stat = 20 + race_bonus;
4067 } 3986 }
4068 set_attr_value (stats, i, stat); 3987
3988 stats->stat (i) = stat;
4069 } 3989 }
4070 3990
4071 for (j = 0; excess_stat > 0 && j < 100; j++) 3991 for (j = 0; excess_stat > 0 && j < 100; j++)
4072 { /* try 100 times to assign excess stats */ 3992 { /* try 100 times to assign excess stats */
4073 int i = rndm (0, 6); 3993 int i = rndm (0, 6);
4074 int stat = get_attr_value (stats, i);
4075 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4076 3994
4077 if (i == CHA) 3995 if (i == CHA)
4078 continue; /* exclude cha from this */ 3996 continue; /* exclude cha from this */
3997
3998 int stat = stats->stat (i);
3999 int race_bonus = pl->arch->stats.stat (i);
4079 if (stat < 20 + race_bonus) 4000 if (stat < 20 + race_bonus)
4080 { 4001 {
4081 change_attr_value (stats, i, 1); 4002 change_attr_value (stats, i, 1);
4082 excess_stat--; 4003 excess_stat--;
4083 } 4004 }
4084 } 4005 }
4085 4006
4086 /* insert the randomitems from the change's treasurelist into 4007 /* insert the randomitems from the change's treasurelist into
4087 * the player ref: player.c 4008 * the player ref: player.c
4088 */ 4009 */
4089 if (change->randomitems != NULL) 4010 if (change->randomitems)
4090 give_initial_items (pl, change->randomitems); 4011 give_initial_items (pl, change->randomitems);
4091
4092 4012
4093 /* set up the face, for some races. */ 4013 /* set up the face, for some races. */
4094 4014
4095 /* first, look for the force object banning 4015 /* first, look for the force object banning
4096 * changing the face. Certain races never change face with class. 4016 * changing the face. Certain races never change face with class.
4097 */ 4017 */
4098 for (walk = pl->inv; walk != NULL; walk = walk->below) 4018 for (walk = pl->inv; walk; walk = walk->below)
4099 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4019 if (walk->name == shstr_NOCLASSFACECHANGE)
4100 flag_change_face = 0; 4020 flag_change_face = 0;
4101 4021
4102 if (flag_change_face) 4022 if (flag_change_face)
4103 { 4023 {
4104 pl->animation_id = GET_ANIM_ID (change);
4105 pl->face = change->face; 4024 pl->face = change->face;
4106 4025 pl->animation_id = change->animation_id;
4107 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4026 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4108 SET_FLAG (pl, FLAG_ANIMATE);
4109 else
4110 CLEAR_FLAG (pl, FLAG_ANIMATE);
4111 } 4027 }
4112 4028
4113 /* check the special case of can't use weapons */ 4029 /* check the special case of can't use weapons */
4114 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4030 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4115 if (!strcmp (change->name, "monk")) 4031 if (change->name == shstr_monk)
4116 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4032 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4117 4033
4118 break; 4034 break;
4119 } 4035 }
4120 } 4036 }
4141 char got[MAX_BUF]; 4057 char got[MAX_BUF];
4142 int len; 4058 int len;
4143 4059
4144 if (!pl || !transformer) 4060 if (!pl || !transformer)
4145 return; 4061 return;
4062
4146 marked = find_marked_object (pl); 4063 marked = find_marked_object (pl);
4064
4147 if (!marked) 4065 if (!marked)
4148 { 4066 {
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4067 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4150 return; 4068 return;
4151 } 4069 }
4070
4152 if (!marked->slaying) 4071 if (!marked->slaying)
4153 { 4072 {
4154 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4073 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4155 return; 4074 return;
4156 } 4075 }
4076
4157 /* check whether they are compatible or not */ 4077 /* check whether they are compatible or not */
4158 find = strstr (marked->slaying, transformer->arch->name); 4078 find = strstr (&marked->slaying, transformer->arch->archname);
4159 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4079 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4160 { 4080 {
4161 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4081 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4162 return; 4082 return;
4163 } 4083 }
4084
4164 find += strlen (transformer->arch->name) + 1; 4085 find += strlen (transformer->arch->archname) + 1;
4165 /* Item can be used, now find how many and what it yields */ 4086 /* Item can be used, now find how many and what it yields */
4166 if (isdigit (*(find))) 4087 if (isdigit (*(find)))
4167 { 4088 {
4168 yield = atoi (find); 4089 yield = atoi (find);
4169 if (yield < 1) 4090 if (yield < 1)
4175 else 4096 else
4176 yield = 1; 4097 yield = 1;
4177 4098
4178 while (isdigit (*find)) 4099 while (isdigit (*find))
4179 find++; 4100 find++;
4101
4180 while (*find == ' ') 4102 while (*find == ' ')
4181 find++; 4103 find++;
4104
4182 memset (got, 0, MAX_BUF); 4105 memset (got, 0, MAX_BUF);
4106
4183 if ((separator = strchr (find, ';')) != NULL) 4107 if ((separator = strchr (find, ';')) != NULL)
4184 {
4185 len = separator - find; 4108 len = separator - find;
4186 }
4187 else 4109 else
4188 {
4189 len = strlen (find); 4110 len = strlen (find);
4190 } 4111
4191 if (len > MAX_BUF - 1) 4112 if (len > MAX_BUF - 1)
4192 len = MAX_BUF - 1; 4113 len = MAX_BUF - 1;
4114
4193 strcpy (got, find); 4115 strcpy (got, find);
4194 got[len] = '\0'; 4116 got[len] = '\0';
4195 4117
4196 /* Now create new item, remove used ones when required. */ 4118 /* Now create new item, remove used ones when required. */
4197 new_item = get_archetype (got); 4119 new_item = get_archetype (got);
4198 if (!new_item) 4120 if (!new_item)
4199 { 4121 {
4200 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4122 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4201 return; 4123 return;
4202 } 4124 }
4203 4125
4204 new_item->nrof = yield; 4126 new_item->nrof = yield;
4127
4205 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4128 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4206 insert_ob_in_ob (new_item, pl); 4129
4207 esrv_send_inventory (pl, pl); 4130 pl->insert (new_item);
4208 /* Eat up one item */ 4131 /* Eat up one item */
4209 decrease_ob_nr (marked, 1); 4132 marked->decrease ();
4133
4210 /* Eat one transformer if needed */ 4134 /* Eat one transformer if needed */
4211 if (transformer->stats.food) 4135 if (transformer->stats.food)
4212 if (--transformer->stats.food == 0) 4136 if (--transformer->stats.food == 0)
4213 decrease_ob_nr (transformer, 1); 4137 transformer->decrease ();
4214} 4138}
4139

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