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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.38 by root, Tue Dec 12 22:37:05 2006 UTC vs.
Revision 1.198 by root, Wed Oct 7 22:18:51 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
28#include <tod.h> 30#include <tod.h>
29 31
30#ifndef __CEXTRACT__
31# include <sproto.h> 32#include <sproto.h>
32#endif
33 33
34/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
35#include <sounds.h> 35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 36
40/** 37/**
41 * Check if op should abort moving victim because of it's race or slaying. 38 * 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. 39 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 40 */
56 * subtype 5: arch or race 53 * subtype 5: arch or race
57 * subtype 7: all three 54 * subtype 7: all three
58 */ 55 */
59 if (op->subtype) 56 if (op->subtype)
60 { 57 {
61 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
64 } 61 }
65 else 62 else
66 { 63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 76 return 1;
80 } 77
81 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 79 * of arch, name, or race match.
83 */ 80 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 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))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 84 return 1;
89 } 85
90 return 0; 86 return 0;
91} 87}
92 88
93/** 89/**
94 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
97 */ 93 */
98static int 94static int
99apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
100{ 96{
101 object *id, *marked; 97 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 98
104 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
105 return 0; 100 return 0;
106 101
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
109 */ 104 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
111 return 0; 106 return 0;
112 107
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 108 /* 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. 109 * identified. If it doesn't, then go through the player inventory.
116 */ 110 */
111 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 113 {
119 if (operate_altar (altar, &money)) 114 if (operate_altar (altar, &money))
120 { 115 {
121 identify (marked); 116 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 117
118 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 119 if (marked->msg)
124 { 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 121
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 122 return !money;
127 } 123 }
128 return money == NULL;
129 } 124 }
130 }
131 125
132 for (id = pl->inv; id; id = id->below) 126 for (object *id = pl->inv; id; id = id->below)
133 { 127 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 129 {
136 if (operate_altar (altar, &money)) 130 if (operate_altar (altar, &money))
137 { 131 {
138 identify (id); 132 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 135 if (id->msg)
141 { 136 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 137
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 139 if (!money || !check_altar_sacrifice (altar, money))
148 break; 140 break;
149 } 141 }
150 else 142 else
151 { 143 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 145 break;
154 } 146 }
155 } 147 }
156 } 148 }
157 if (!success) 149
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
159 return money == NULL; 155 return !money;
160} 156}
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 166 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} 167}
190 168
191/** 169/**
192 * Handles applying a potion. 170 * Handles applying a potion.
193 */ 171 */
195apply_potion (object *op, object *tmp) 173apply_potion (object *op, object *tmp)
196{ 174{
197 int got_one = 0, i; 175 int got_one = 0, i;
198 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
199 177
200 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
201 179
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 181 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 185 return 0;
208 } 186 }
209 187
210 if (op->type == PLAYER) 188 if (op->type == PLAYER)
219 object *depl; 197 object *depl;
220 archetype *at; 198 archetype *at;
221 199
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 201 {
224 drain_stat (op); 202 op->drain_stat ();
225 fix_player (op); 203 op->update_stats ();
226 decrease_ob (tmp); 204 tmp->decrease ();
227 return 1; 205 return 1;
228 } 206 }
229 207
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 209 {
232 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 211 return 0;
234 } 212 }
213
235 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
236 215
237 if (depl != NULL) 216 if (depl)
238 { 217 {
239 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
242 221
243 depl->destroy (); 222 depl->destroy ();
244 fix_player (op); 223 op->update_stats ();
245 } 224 }
246 else 225 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
248 227
249 decrease_ob (tmp); 228 tmp->decrease ();
250 return 1; 229 return 1;
251 } 230 }
252 231
253 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 234 {
256 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
257 { 236 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 238 {
260 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
261 { 240 {
262 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
263 break; 242 break;
264 } 243 }
244
265 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
266 { 246 {
267 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
268 break; 248 break;
269 } 249 }
250
270 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
271 { 252 {
272 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
273 break; 254 break;
274 } 255 }
278 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
279 { 260 {
280 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
281 break; 262 break;
282 } 263 }
264
283 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
284 { 266 {
285 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
286 break; 268 break;
287 } 269 }
270
288 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
289 { 272 {
290 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
291 break; 274 break;
292 } 275 }
299 282
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 284 {
302 if (got_one) 285 if (got_one)
303 { 286 {
304 fix_player (op); 287 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 289 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
308 } 291 }
309 else 292 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 294 }
312 else 295 else
313 { /* cursed potion */ 296 { /* cursed potion */
314 if (got_one) 297 if (got_one)
315 { 298 {
316 fix_player (op); 299 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
318 } 301 }
319 else 302 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 304 }
322 305
323 decrease_ob (tmp); 306 tmp->decrease ();
324 return 1; 307 return 1;
325 } 308 }
326 309
327 310
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 315 */
333 if (tmp->inv) 316 if (tmp->inv)
334 { 317 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 319 {
337 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
338 321 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 } 322 }
348 else 323 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 325
351 decrease_ob (tmp); 326 tmp->decrease ();
327
352 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 330 op->update_stats ();
331
355 return 1; 332 return 1;
356 } 333 }
357 334
358 /* Deal with protection potions */ 335 /* Deal with protection potions */
359 force = NULL; 336 force = NULL;
361 { 338 {
362 if (tmp->resist[i]) 339 if (tmp->resist[i])
363 { 340 {
364 if (!force) 341 if (!force)
365 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
369 } 347 }
370 } 348 }
349
371 /* This is a protection potion */ 350 /* This is a protection potion */
372 if (force) 351 if (force)
373 { 352 {
374 /* cursed items last longer */ 353 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 356 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 357 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 358 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 359 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 360 }
361
382 force->speed_left = -1; 362 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 366 change_abil (op, force);
387 decrease_ob (tmp); 367 tmp->decrease ();
388 return 1; 368 return 1;
389 } 369 }
390 370
391 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 372 if (op->type == PLAYER)
393 { /* only for players */ 373 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 378 else
397 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
398 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
400 } 383 }
401 384
402 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 388 * up all the stats.
406 */ 389 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 391 op->update_stats ();
409 decrease_ob (tmp); 392 tmp->decrease ();
410 return 1; 393 return 1;
411} 394}
412 395
413/**************************************************************************** 396/****************************************************************************
414 * Weapon improvement code follows 397 * Weapon improvement code follows
415 ****************************************************************************/ 398 ****************************************************************************/
416 399
417/** 400/**
401 * This function just checks whether who can handle equipping an item
402 * with item_power.
403 */
404
405bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
418 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
419 */ 418 */
420static int 419static int
421check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
422{ 421{
423 int count = 0; 422 int count = 0;
424 423
425 424 if (!item)
426 if (item == NULL)
427 return 0; 425 return 0;
428 op = op->below; 426
429 while (op != NULL) 427 for (op = op->below; op; op = op->below)
430 { 428 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) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* 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; 431 count += op->number_of ();
440 } 432
441 }
442 op = op->below;
443 }
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
448 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
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. 474 * 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. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 fix_player (op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597
598int 536int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 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); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 612 return 0;
667 } 613 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 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"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* 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, 632 * 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 633 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 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); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 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"); 692 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"); 693 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"); 694 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"); 695 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"); 696 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"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
718
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 720 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 722 return 0;
773 } 723 }
724
774 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
775 if (!otmp) 727 if (!otmp)
776 { 728 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 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; 730 return 0;
779 } 731 }
732
780 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 734 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 736 return 0;
784 } 737 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
786 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
788 return 1; 743 return 1;
789} 744}
790 745
815{ 770{
816 object *tmp; 771 object *tmp;
817 772
818 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
819 { 774 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 776 return 0;
822 } 777 }
778
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* 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. 780 * 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 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 782 * of gnarg and what not?)
827 */ 783 */
828 if (armour->title) 784 if (armour->title)
829 { 785 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 787 return 0;
832 } 788 }
833 789
834 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
836 */ 792 */
837 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 794
842 armour->magic++; 795 armour->magic++;
843 796
844 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
845 { 798 {
850 { 803 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 805 pow++;
853 } 806 }
854 807
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 809 }
857 else 810 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 812
860 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
861 { 814 {
862 int base = 100; 815 int base = 100;
863 int pow = 0; 816 int pow = 0;
866 { 819 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 821 pow++;
869 } 822 }
870 823
871 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
872 } 825 }
873 else 826 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 828
876 if (armour->weight <= 0) 829 if (armour->weight <= 0)
877 { 830 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 832 armour->weight = 1;
880 } 833 }
881 834
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 836
884 if (op->type == PLAYER) 837 if (op->type == PLAYER)
885 { 838 {
886 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 842 op->update_stats ();
889 } 843 }
890 decrease_ob (improver); 844
845 improver->decrease ();
846
891 if (tmp) 847 if (tmp)
892 { 848 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 849
894 esrv_send_item (op, tmp);
895 }
896 return 1; 850 return 1;
897} 851}
898
899 852
900/* 853/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * 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. 855 * what the converter wants, -1 if the converter is broken.
903 */ 856 *
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. 857 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
913 */ 861 */
914int 862int
915convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
916{ 864{
917 int nr = 0;
918 uint32 price_in; 865 sint64 nr, price_in;
866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
919 874
920 /* We make some assumptions - we assume if it takes money as it type, 875 /* 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 876 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
923 */ 878 */
924 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
925 { 880 {
926 int cost;
927
928 if (item->type != MONEY) 881 if (item->type != MONEY)
929 return 0; 882 return 0;
930 883
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 885 if (!nr)
933 return 0; 886 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 887
935 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 889
937 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
939 893
940 price_in = cost * item->value; 894 price_in = cost * item->value;
941 } 895 }
942 else 896 else
943 { 897 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
946 return 0; 901 return 0;
947 902
948 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
949 { 906 {
950 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
953 } 910 }
954 else 911 else
955 { 912 {
956 price_in = item->value; 913 price_in = item->value;
957 item->destroy (); 914 item->destroy ();
958 } 915 }
959 } 916 }
960 917
961 if (converter->inv != NULL) 918 if (converter->inv)
962 { 919 {
963 object *ob; 920 object *ob;
964 int i; 921 int i;
965 object *ob_to_copy; 922 object *ob_to_copy;
966 923
967 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 928 ob_to_copy = ob;
974 } 929
975 } 930 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 933 }
980 else 934 else
981 { 935 {
982 if (converter->other_arch == NULL) 936 if (!conv_to)
983 { 937 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 940 return -1;
987 } 941 }
988 942
989 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 945 }
992 946
993 if (CONV_NR (converter)) 947 if (give)
994 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
995 if (nr) 950 if (nr)
996 item->nrof *= nr; 951 item->nrof *= nr;
997 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
999 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 965 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 968 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1007 */ 971 */
1008 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 980 return 1;
1011} 981}
1012 982
1013/** 983/**
1014 * Handle apply on containers. 984 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1018 */ 988 */
1019
1020int 989int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1029 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1030 { 996 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 998 return 0;
1033 } 999 }
1034 op->contr->last_used = NULL; 1000
1035 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env != op) 1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1038 { 1007 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container == sack)
1040 { 1013 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1042 return 1; 1016 return 1;
1043 } 1017 }
1044 /* It's on the ground, the problems begin */ 1018 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1019 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1060 { 1023 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1024
1081 if (tmp && tmp->type == CLOSE_CON) 1025 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1030 op->close_container ();
1090 { 1031 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1034 return 1;
1094 apply_container (op, tmp); 1035 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1096 op->container = sack; 1037 // it's locked?
1097 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1098 strcat (buf, "."); 1039 {
1099 } 1040 if (object *tmp = find_key (op, op, sack))
1100 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1042 else
1108 { 1043 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1045 return 1;
1145 } 1046 }
1146 }
1147 } 1047 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1048
1149 if (op->contr) 1049 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1050
1151 return 1; 1051 return 1;
1152} 1052}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1053
1279/** 1054/**
1280 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1282 */ 1057 */
1293 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1295 */ 1070 */
1296 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1297 { 1072 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1076 * old maps.
1302 */ 1077 */
1303 1078
1304/* push_button (altar);*/ 1079/* push_button (altar);*/
1305 } 1080 }
1306 else 1081 else
1307 { 1082 {
1308 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1309 push_button (altar); 1084 push_button (altar, originator);
1310 } 1085 }
1311 1086
1312 return !sacrifice; 1087 return !sacrifice;
1313 } 1088 }
1314 else 1089 else
1329 double opinion; 1104 double opinion;
1330 object *tmp, *next; 1105 object *tmp, *next;
1331 1106
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1108
1334 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1335 { 1121 {
1336 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1338 * the shop. 1124 * the shop.
1339 */ 1125 */
1343 1129
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 { 1131 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 1133
1134 if (i >= 0)
1348 tmp->remove (); 1135 tmp->move (i);
1349
1350 if (i == -1)
1351 i = 0;
1352
1353 tmp->map = op->map;
1354 tmp->x = op->x + freearr_x[i];
1355 tmp->y = op->y + freearr_y[i];
1356 insert_ob_in_map (tmp, op->map, op, 0);
1357 } 1136 }
1358 } 1137 }
1359 1138
1360 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1366 */ 1145 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1147 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1371 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1150
1373 if (i != -1) 1151 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 1153
1376 return 0; 1154 return 0;
1377 } 1155 }
1156
1378 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1380 */ 1159 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 1161 }
1383 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1384 { 1163 {
1385 /* this is only used for players */ 1164 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1387 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1388 if (shop_mat->msg) 1174 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 1178 * actually the shop floor.
1393 */ 1179 */
1394 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1395 { 1181 {
1396 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1397 1183
1398 if (opinion > 0.9) 1184 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1189 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1190 }
1407 } 1191 }
1408 else 1192 else
1409 { 1193 {
1410 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1196 * they are not on the mat anymore
1413 */ 1197 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1199
1416 if (i == -1) 1200 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1202 else
1421 { 1203 {
1422 op->remove (); 1204 op->remove ();
1423 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1434 * Handles applying a sign. 1216 * Handles applying a sign.
1435 */ 1217 */
1436static void 1218static void
1437apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1438{ 1220{
1439 readable_message_type *msgType; 1221 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 1222 return;
1441 1223
1442 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1443 { 1225 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 1227 return;
1446 } 1228 }
1447 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1448 if (sign->stats.food) 1239 if (sign->stats.food)
1449 { 1240 {
1450 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1451 { 1242 {
1452 if (!sign->move_on) 1243 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1454 return; 1246 return;
1455 } 1247 }
1456 1248
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1250 sign->last_eat++;
1463 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 1256 * to us).
1465 */ 1257 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1259 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1469 return; 1261 return;
1470 } 1262 }
1471 msgType = get_readable_message_type (sign); 1263
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1474} 1306}
1475 1307
1476/** 1308/**
1477 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1501 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1502 */ 1334 */
1503 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1504 { 1336 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1506 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1339 return;
1508 } 1340 }
1341
1509 recursion_depth++; 1342 recursion_depth++;
1510 if (trap->head) 1343 if (trap->head)
1511 trap = trap->head; 1344 trap = trap->head;
1512 1345
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type) 1347 switch (trap->type)
1517 { 1348 {
1518 case PLAYERMOVER: 1349 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 update_button (trap, originator);
1389 break;
1390
1391 case ALTAR:
1392 /* sacrifice victim on trap */
1393 apply_altar (trap, victim, originator);
1394 break;
1395
1396 case THROWN_OBJ:
1397 if (trap->inv == NULL)
1398 break;
1399 /* fallthrough */
1400
1401 case ARROW:
1402 /* bad bug: monster throw a object, make a step forwards, step on object ,
1403 * trigger this here and get hit by own missile - and will be own enemy.
1404 * Victim then is his own enemy and will start to kill herself (this is
1405 * removed) but we have not synced victim and his missile. To avoid senseless
1406 * action, we avoid hits here
1407 */
1408 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1409 hit_with_arrow (trap, victim);
1410 break;
1411
1412 case SPELL_EFFECT:
1413 apply_spell_effect (trap, victim);
1414 break;
1415
1416 case TRAPDOOR:
1520 { 1417 {
1418 int max, sound_was_played;
1419 object *ab, *ab_next;
1420
1521 if (!trap->stats.maxsp) 1421 if (!trap->value)
1522 trap->stats.maxsp = 2; 1422 {
1423 int tot;
1523 1424
1524 /* Is this correct? From the docs, it doesn't look like it 1425 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1525 * should be divided by trap->speed 1426 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1427 tot += ab->head_ ()->total_weight ();
1428
1429 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1430 break;
1431
1432 SET_ANIMATION (trap, trap->value);
1433 update_object (trap, UP_OBJ_FACE);
1434 }
1435
1436 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1437 {
1438 /* need to set this up, since if we do transfer the object,
1439 * ab->above would be bogus
1526 */ 1440 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1441 ab_next = ab->above;
1528 1442
1529 /* Just put in some sanity check. I think there is a bug in the 1443 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1530 * above with some objects have zero speed, and thus the player 1444 {
1531 * getting permanently paralyzed. 1445 if (!sound_was_played)
1446 {
1447 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1448 sound_was_played = 1;
1449 }
1450
1451 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1452 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1453 }
1532 */ 1454 }
1533 if (victim->speed_left < -50.0) 1455 break;
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1456 }
1537 goto leave;
1538 1457
1539 case SPINNER: 1458 case CONVERTER:
1540 if (victim->direction) 1459 if (convert_item (victim, trap) < 0)
1541 {
1542 victim->direction = absdir (victim->direction - trap->stats.sp);
1543 update_turn_face (victim);
1544 }
1545 goto leave;
1546
1547 case DIRECTOR:
1548 if (victim->direction && !should_director_abort (trap, victim))
1549 {
1550 victim->direction = trap->stats.sp;
1551 update_turn_face (victim);
1552 }
1553 goto leave;
1554
1555 case BUTTON:
1556 case PEDESTAL:
1557 update_button (trap);
1558 goto leave;
1559
1560 case ALTAR:
1561 /* sacrifice victim on trap */
1562 apply_altar (trap, victim, originator);
1563 goto leave;
1564
1565 case THROWN_OBJ:
1566 if (trap->inv == NULL)
1567 goto leave;
1568 /* fallthrough */
1569
1570 case ARROW:
1571 /* bad bug: monster throw a object, make a step forwards, step on object ,
1572 * trigger this here and get hit by own missile - and will be own enemy.
1573 * Victim then is his own enemy and will start to kill herself (this is
1574 * removed) but we have not synced victim and his missile. To avoid senseless
1575 * action, we avoid hits here
1576 */
1577 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1578 hit_with_arrow (trap, victim);
1579 goto leave;
1580
1581 case SPELL_EFFECT:
1582 apply_spell_effect (trap, victim);
1583 goto leave;
1584
1585 case TRAPDOOR:
1586 {
1587 int max, sound_was_played;
1588 object *ab, *ab_next;
1589
1590 if (!trap->value)
1591 { 1460 {
1592 int tot; 1461 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1593 1462 archetype::get (shstr_burnout)->insert_at (trap, trap);
1594 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1595 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1596 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1597
1598 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1599 goto leave;
1600
1601 SET_ANIMATION (trap, trap->value);
1602 update_object (trap, UP_OBJ_FACE);
1603 } 1463 }
1604 1464
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1465 break;
1466
1467 case TRIGGER_BUTTON:
1468 case TRIGGER_PEDESTAL:
1469 case TRIGGER_ALTAR:
1470 check_trigger (trap, victim);
1471 break;
1472
1473 case DEEP_SWAMP:
1474 walk_on_deep_swamp (trap, victim);
1475 break;
1476
1477 case CHECK_INV:
1478 check_inv (victim, trap);
1479 break;
1480
1481 case HOLE:
1482 move_apply_hole (trap, victim);
1483 break;
1484
1485 case EXIT:
1486 if (victim->type == PLAYER && EXIT_PATH (trap))
1606 { 1487 {
1607 /* need to set this up, since if we do transfer the object, 1488 /* Basically, don't show exits leading to random maps the
1608 * ab->above would be bogus 1489 * players output.
1609 */ 1490 */
1610 ab_next = ab->above; 1491 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1492 victim->statusmsg (trap->msg, NDI_NAVY);
1611 1493
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1494 trap->play_sound (trap->sound);
1613 { 1495 victim->enter_exit (trap);
1614 if (!sound_was_played)
1615 {
1616 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1617 sound_was_played = 1;
1618 }
1619 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1620 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1621 }
1622 } 1496 }
1623 goto leave; 1497 break;
1624 }
1625 1498
1626
1627 case CONVERTER:
1628 if (convert_item (victim, trap) < 0)
1629 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 }
1641 }
1642 goto leave;
1643
1644 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR:
1647 check_trigger (trap, victim);
1648 goto leave;
1649
1650 case DEEP_SWAMP:
1651 walk_on_deep_swamp (trap, victim);
1652 goto leave;
1653
1654 case CHECK_INV:
1655 check_inv (victim, trap);
1656 goto leave;
1657
1658 case HOLE:
1659 /* Hole not open? */
1660 if (trap->stats.wc > 0)
1661 goto leave;
1662
1663 /* Is this a multipart monster and not the head? If so, return.
1664 * Processing will happen if the head runs into the pit
1665 */
1666 if (victim->head)
1667 goto leave;
1668
1669 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1670 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1671 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1672 goto leave;
1673
1674 case EXIT:
1675 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 {
1677 /* Basically, don't show exits leading to random maps the
1678 * players output.
1679 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1682 enter_exit (victim, trap);
1683 }
1684 goto leave;
1685
1686 case ENCOUNTER: 1499 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1500 /* may be some leftovers on this */
1688 goto leave; 1501 break;
1689 1502
1690 case SHOP_MAT: 1503 case SHOP_MAT:
1691 apply_shop_mat (trap, victim); 1504 apply_shop_mat (trap, victim);
1692 goto leave; 1505 break;
1693 1506
1694 /* Drop a certain amount of gold, and have one item identified */ 1507 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR: 1508 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator); 1509 apply_id_altar (victim, trap, originator);
1697 goto leave; 1510 break;
1698 1511
1699 case SIGN: 1512 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0) 1513 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */ 1514 break; /* monsters musn't apply magic_mouths with counters */
1702 1515
1703 apply_sign (victim, trap, 1); 1516 apply_sign (victim, trap, 1);
1704 goto leave; 1517 break;
1705 1518
1706 case CONTAINER: 1519 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1520 apply_container (victim, trap);
1711 goto leave; 1521 break;
1712 1522
1713 case RUNE: 1523 case RUNE:
1714 case TRAP: 1524 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1526 spring_trap (trap, victim);
1718 } 1527 break;
1719 goto leave;
1720 1528
1721 default: 1529 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1530 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1531 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1532 break;
1725 } 1533 }
1726 1534
1727leave:
1728 recursion_depth--; 1535 recursion_depth--;
1729} 1536}
1730 1537
1731/** 1538/**
1732 * Handles reading a regular (ie not containing a spell) book. 1539 * Handles reading a regular (ie not containing a spell) book.
1737 int lev_diff; 1544 int lev_diff;
1738 object *skill_ob; 1545 object *skill_ob;
1739 1546
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1547 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1548 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1549 op->failmsg ("You are unable to read while blind!");
1743 return; 1550 return;
1744 } 1551 }
1552
1745 if (tmp->msg == NULL) 1553 if (!tmp->msg)
1746 { 1554 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1555 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1748 return; 1556 return;
1749 } 1557 }
1750 1558
1751 /* need a literacy skill to read stuff! */ 1559 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1560 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1561 if (!skill_ob)
1754 { 1562 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1563 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1564 return;
1757 } 1565 }
1566
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1567 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1568 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1569 {
1761 if (lev_diff < 2) 1570 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1762 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1571 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1763 else if (lev_diff < 3) 1572 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1573 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1765 else if (lev_diff < 5) 1574 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1575 : "This book is totally beyond your comprehension.");
1767 else if (lev_diff < 8)
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1769 else if (lev_diff < 15)
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1771 else
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1773 return; 1576 return;
1774 } 1577 }
1775 1578
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1579 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1580
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 if (player *pl = op->contr)
1779 msgType->message_type, msgType->message_subtype, 1582 if (client *ns = pl->ns)
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1583 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1781 1584
1782 /* gain xp from reading */ 1585 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1586 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1587 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1588 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1589
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1590 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1591 {
1789 /*exp_gain *= 2; because they just identified it too */ 1592 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1593 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */ 1594
1792 if (tmp->env) 1595 if (object *pl = tmp->visible_to ())
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1596 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 } 1597 }
1598
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1599 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1600 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1601 }
1800} 1602}
1801 1603
1804 * op is the person learning the skill, tmp is the skill scroll object 1606 * op is the person learning the skill, tmp is the skill scroll object
1805 */ 1607 */
1806static void 1608static void
1807apply_skillscroll (object *op, object *tmp) 1609apply_skillscroll (object *op, object *tmp)
1808{ 1610{
1809 switch ((int) learn_skill (op, tmp)) 1611 switch (learn_skill (op, tmp))
1810 { 1612 {
1811 case 0: 1613 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1614 op->play_sound (sound_find ("generic_fail"));
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1615 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1814 return; 1616 break;
1815 1617
1816 case 1: 1618 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp); 1619 tmp->decrease ();
1620 op->play_sound (sound_find ("skill_learn"));
1621 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1819 return; 1622 break;
1820 1623
1821 default: 1624 default:
1625 tmp->decrease ();
1626 op->play_sound (sound_find ("generic_fail"));
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You fail to learn the knowledge of the %s.\n", query_name (tmp)); 1627 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1823 decrease_ob (tmp);
1824 return; 1628 break;
1825 } 1629 }
1826} 1630}
1827 1631
1828/** 1632/**
1829 * Actually makes op learn spell. 1633 * Actually makes op learn spell.
1849 return; 1653 return;
1850 } 1654 }
1851 return; 1655 return;
1852 } 1656 }
1853 1657
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1658 op->contr->play_sound (sound_find ("learn_spell"));
1855 tmp = object::create (); 1659
1856 spell->copy_to (tmp); 1660 tmp = spell->clone ();
1857 insert_ob_in_ob (tmp, op); 1661 insert_ob_in_ob (tmp, op);
1858 1662
1859 if (special_prayer) 1663 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1664 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1665
1864 esrv_add_spells (op->contr, tmp); 1666 esrv_add_spells (op->contr, tmp);
1865} 1667}
1866 1668
1867/** 1669/**
1881 { 1683 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1684 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return; 1685 return;
1884 } 1686 }
1885 1687
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1688 op->failmsg (format ("You lose knowledge of %s.", spell));
1887 player_unready_range_ob (op->contr, spob); 1689 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob); 1690 esrv_remove_spell (op->contr, spob);
1889 spob->destroy (); 1691 spob->destroy ();
1890} 1692}
1891 1693
1899{ 1701{
1900 object *skop, *spell, *spell_skill; 1702 object *skop, *spell, *spell_skill;
1901 1703
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1704 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 { 1705 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1706 op->failmsg ("You are unable to read while blind.");
1905 return; 1707 return;
1906 } 1708 }
1907 1709
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1710 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1711 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1712 * legacy spellbooks
1911 */ 1713 */
1912
1913 if (tmp->slaying != NULL) 1714 if (tmp->slaying)
1914 { 1715 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1716 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell) 1717 if (!spell)
1917 { 1718 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1719 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1919 return; 1720 return;
1920 } 1721 }
1921 else 1722 else
1922 insert_ob_in_ob (spell, tmp); 1723 insert_ob_in_ob (spell, tmp);
1724
1923 tmp->slaying = NULL; 1725 tmp->slaying = 0;
1924 } 1726 }
1925 1727
1926 skop = find_skill_by_name (op, tmp->skill); 1728 skop = find_skill_by_name (op, tmp->skill);
1927 1729
1928 /* need a literacy skill to learn spells. Also, having a literacy level 1730 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */ 1731 * lower than the spell will make learning the spell more difficult */
1930 if (!skop) 1732 if (!skop)
1931 { 1733 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1734 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1933 return; 1735 return;
1934 } 1736 }
1935 1737
1936 spell = tmp->inv; 1738 spell = tmp->inv;
1937 1739
1938 if (!spell) 1740 if (!spell)
1939 { 1741 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1742 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1743 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1942 return; 1744 return;
1943 } 1745 }
1944 1746
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1747 int learn_level = sqrtf (spell->level) * 1.5f;
1748 if (skop->level < learn_level)
1946 { 1749 {
1947 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1750 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1751 &tmp->skill, learn_level));
1948 return; 1752 return;
1949 } 1753 }
1950 1754
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1755 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1952 1756
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1757 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1955 identify (tmp); 1758 identify (tmp);
1956 if (tmp->env)
1957 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1958 else
1959 op->contr->socket.update_look = 1;
1960 }
1961 1759
1962 /* I removed the check for special_prayer_mark here - it didn't make 1760 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1761 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1762 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark. 1763 * they would have a special prayer mark.
1966 */ 1764 */
1967 if (check_spell_known (op, spell->name)) 1765 if (check_spell_known (op, spell->name))
1968 { 1766 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1767 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1970 return; 1768 return;
1971 } 1769 }
1972 1770
1973 if (spell->skill) 1771 if (spell->skill)
1974 { 1772 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1773 spell_skill = find_skill_by_name (op, spell->skill);
1976 1774
1977 if (!spell_skill) 1775 if (!spell_skill)
1978 { 1776 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1777 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1980 return; 1778 return;
1981 } 1779 }
1982 1780
1983 if (spell_skill->level < spell->level) 1781 if (spell_skill->level < spell->level)
1984 { 1782 {
1985 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1783 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1986 return; 1784 return;
1987 } 1785 }
1988 } 1786 }
1989 1787
1990 /* Logic as follows 1788 /* Logic as follows
1999 * Overall, chances are the same but a player will find having a high 1797 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t. 1798 * literacy rate very useful! -b.t.
2001 */ 1799 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1800 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 { 1801 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1802 op->failmsg ("In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1803 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 } 1804 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1805 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2008 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1806 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 { 1807 {
2010 1808 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2011 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2012 do_learn_spell (op, spell, 0); 1809 do_learn_spell (op, spell, 0);
2013 1810
2014 /* xp gain to literacy for spell learning */ 1811 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 } 1814 }
2018 else 1815 else
2019 { 1816 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 op->contr->play_sound (sound_find ("fumble_spell"));
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1818 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2022 } 1819 }
2023 decrease_ob (tmp); 1820
1821 tmp->decrease ();
2024} 1822}
2025 1823
2026/** 1824/**
2027 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2028 */ 1826 */
2031{ 1829{
2032 object *skop; 1830 object *skop;
2033 1831
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 { 1833 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1834 op->failmsg ("You are unable to read while blind.");
2037 return; 1835 return;
2038 } 1836 }
2039 1837
2040 if (!tmp->inv || tmp->inv->type != SPELL) 1838 if (!tmp->inv || tmp->inv->type != SPELL)
2041 { 1839 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1840 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2043 return; 1841 return;
2044 } 1842 }
2045 1843
2046 if (op->type == PLAYER) 1844 if (op->type == PLAYER)
2047 { 1845 {
2053 */ 1851 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 1853
2056 if (!skop) 1854 if (!skop)
2057 { 1855 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1856 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2059 return; 1857 return;
2060 } 1858 }
2061 1859
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1860 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0); 1861 change_exp (op, exp_gain, skop->skill, 0);
2064 } 1862 }
2065 1863
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1865 identify (tmp);
2068 1866
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1867 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2070
2071 1868
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1869 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1870 tmp->decrease ();
2074} 1871}
2075 1872
2076/** 1873/**
2077 * Applies a treasure object - by default, chest. op 1874 * Applies a treasure object - by default, chest. op
2078 * is the person doing the applying, tmp is the treasure 1875 * is the person doing the applying, tmp is the treasure
2079 * chest. 1876 * chest.
2080 */ 1877 */
2081static void 1878static void
2082apply_treasure (object *op, object *tmp) 1879apply_treasure (object *op, object *tmp)
2083{ 1880{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1881 /* Nice side effect of this treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1882 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1883 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1884 * prevents people from moving chests to more difficult maps to get better
2091 * treasure 1885 * treasure
2092 */ 1886 */
2093
2094 treas = tmp->inv; 1887 object *treas = tmp->inv;
2095 if (treas == NULL) 1888
1889 if (!treas)
2096 { 1890 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1891 op->statusmsg ("The chest was empty.");
2098 decrease_ob (tmp); 1892 tmp->decrease ();
2099 return; 1893 return;
2100 } 1894 }
1895
2101 while (tmp->inv) 1896 while (tmp->inv)
2102 { 1897 {
2103 treas = tmp->inv; 1898 treas = tmp->inv;
2104
2105 treas->remove (); 1899 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107 1900
2108 treas->x = op->x; 1901 treas->x = op->x;
2109 treas->y = op->y; 1902 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1903 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111 1904
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1905 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op); 1906 spring_trap (treas, op);
2114 1907
2115 /* If either player or container was destroyed, no need to do 1908 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with 1909 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise 1910 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed 1911 * any way for the treasure chest or player to get killed.
2119 */ 1912 */
2120 if (op->destroyed () || tmp->destroyed ()) 1913 if (op->destroyed () || tmp->destroyed ())
2121 break; 1914 break;
2122 } 1915 }
2123 1916
2124 if (!tmp->destroyed () && tmp->inv == NULL) 1917 if (!tmp->destroyed () && !tmp->inv)
2125 decrease_ob (tmp); 1918 tmp->decrease (true);
2126
2127} 1919}
2128 1920
2129/** 1921/**
2130 * op eats food. 1922 * op eats food.
2131 * If player, takes care of messages and dragon special food. 1923 * If player, takes care of messages and dragon special food.
2146 { 1938 {
2147 /* usual case - no dragon meal: */ 1939 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999) 1940 if (op->stats.food + tmp->stats.food > 999)
2149 { 1941 {
2150 if (tmp->type == FOOD || tmp->type == FLESH) 1942 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!"); 1943 op->failmsg ("You feel full, but what a waste of food!");
2152 else 1944 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!"); 1945 op->statusmsg ("Most of the drink goes down your face not your throat!");
2154 } 1946 }
1947
1948 tmp->play_sound (
1949 tmp->sound
1950 ? tmp->sound
1951 : tmp->type == DRINK
1952 ? sound_find ("eat_drink")
1953 : sound_find ("eat_food")
1954 );
2155 1955
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 1956 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 { 1957 {
2158 char buf[MAX_BUF]; 1958 const char *buf;
2159 1959
2160 if (!is_dragon_pl (op)) 1960 if (!is_dragon_pl (op))
2161 { 1961 {
2162 /* eating message for normal players */ 1962 /* eating message for normal players */
2163 if (tmp->type == DRINK) 1963 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name); 1964 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2165 else 1965 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good."); 1966 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 } 1967 }
2168 else 1968 else
2169 {
2170 /* eating message for dragon players */ 1969 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name); 1970 buf = format ("The %s tasted terrible!", &tmp->name);
2172 }
2173 1971
2174 new_draw_info (NDI_UNIQUE, 0, op, buf); 1972 op->statusmsg (buf);
1973
2175 capacity_remaining = 999 - op->stats.food; 1974 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food; 1975 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food) 1976 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50; 1977 op->stats.hp += capacity_remaining / 50;
2179 else 1978 else
2180 op->stats.hp += tmp->stats.food / 50; 1979 op->stats.hp += tmp->stats.food / 50;
1980
2181 if (op->stats.hp > op->stats.maxhp) 1981 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp; 1982 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999) 1983 if (op->stats.food > 999)
2184 op->stats.food = 999; 1984 op->stats.food = 999;
2185 } 1985 }
2187 /* special food hack -b.t. */ 1987 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 1988 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp); 1989 eat_special_food (op, tmp);
2190 } 1990 }
2191 } 1991 }
1992
2192 handle_apply_yield (tmp); 1993 handle_apply_yield (tmp);
2193 decrease_ob (tmp); 1994 tmp->decrease ();
2194} 1995}
2195 1996
2196/** 1997/**
2197 * A dragon is eating some flesh. If the flesh contains resistances, 1998 * A dragon is eating some flesh. If the flesh contains resistances,
2198 * there is a chance for the dragon's skin to get improved. 1999 * there is a chance for the dragon's skin to get improved.
2208{ 2009{
2209 object *skin = NULL; /* pointer to dragon skin force */ 2010 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */ 2011 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */ 2012 object *tmp = NULL; /* tmp. object */
2212 2013
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */ 2014 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */ 2015 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 2016 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */ 2017 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2018 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2023 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2024 return 0;
2225 2025
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2026 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2027 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2028 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2029 if (tmp->type == FORCE)
2231 { 2030 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2031 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2032 else if (tmp->arch->archname == shstr_dragon_ability_force)
2235 abil = tmp; 2033 abil = tmp;
2236 }
2237 }
2238 2034
2239 /* if either skin or ability are missing, this is an old player 2035 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2036 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2037 if (skin == NULL || abil == NULL)
2242 return 0; 2038 return 0;
2244 /* now start by filling stomache and health, according to food-value */ 2040 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food) 2041 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2042 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2043 else
2248 op->stats.hp += meal->stats.food / 50; 2044 op->stats.hp += meal->stats.food / 50;
2045
2249 if (op->stats.hp > op->stats.maxhp) 2046 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp; 2047 op->stats.hp = op->stats.maxhp;
2251 2048
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2050
2283 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2286 2083
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2086 {
2290 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2291 winners++; 2088 winners++;
2292 } 2089 }
2293 2090
2298 } 2095 }
2299 } 2096 }
2300 2097
2301 /* inverse totalchance as until now we have the failure-chance */ 2098 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100; 2099 totalchance = 100 - totalchance * 100;
2100
2303 /* print message according to totalchance */ 2101 /* print message according to totalchance */
2102 const char *buf;
2304 if (totalchance > 50.) 2103 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2104 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.) 2105 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name); 2106 buf = format ("The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.) 2107 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name); 2108 buf = format ("The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1) 2109 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name); 2110 buf = format ("The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01) 2111 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name); 2112 buf = format ("The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2113 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name); 2114 buf = format ("The %s tasted strange.", &meal->name);
2316 else 2115 else
2317 sprintf (buf, "The %s had no taste.", &meal->name); 2116 buf = format ("The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf); 2117
2118 op->statusmsg (buf);
2319 2119
2320 /* now choose a winner if we have any */ 2120 /* now choose a winner if we have any */
2321 i = -1; 2121 i = -1;
2322 if (winners > 0) 2122 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners]; 2123 i = atnr_winner [rndm (winners)];
2324 2124
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2125 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2126 {
2327 /* resistance increased! */ 2127 /* resistance increased! */
2328 skin->resist[i]++; 2128 skin->resist[i]++;
2329 fix_player (op); 2129 op->update_stats ();
2330 2130
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2131 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2132 }
2334 2133
2335 /* if this flesh contains a new ability focus, we mark it 2134 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */ 2135 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2136 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 { 2137 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2138 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340 2139
2341 if (meal->last_eat != abil->stats.exp) 2140 if (meal->last_eat != abil->stats.exp)
2141 op->statusmsg (format (
2142 "Your metabolism prepares to focus on %s!\n"
2143 "The change will happen at level %d.",
2144 change_resist_msg[meal->last_eat],
2145 abil->level + 1
2342 { 2146 ));
2343 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2344 new_draw_info (NDI_UNIQUE, 0, op, buf);
2345 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2346 new_draw_info (NDI_UNIQUE, 0, op, buf);
2347 }
2348 else 2147 else
2349 { 2148 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2149 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0; 2150 abil->last_eat = 0;
2353 } 2151 }
2354 } 2152 }
2153
2355 return 1; 2154 return 1;
2356}
2357
2358static void
2359apply_savebed (object *pl)
2360{
2361#ifndef COZY_SERVER
2362 if (!pl->contr->name_changed || !pl->stats.exp)
2363 {
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2365 return;
2366 }
2367#endif
2368 INVOKE_PLAYER (LOGOUT, pl->contr);
2369 /* Need to call terminate_all_pets() before we remove the player ob */
2370 terminate_all_pets (pl);
2371 pl->remove ();
2372 pl->direction = 0;
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2374
2375 /* update respawn position */
2376 strcpy (pl->contr->savebed_map, pl->map->path);
2377 pl->contr->bed_x = pl->x;
2378 pl->contr->bed_y = pl->y;
2379
2380 strcpy (pl->contr->killer, "left");
2381 check_score (pl); /* Always check score */
2382 (void) save_player (pl, 0);
2383 pl->map->players--;
2384#if MAP_MAXTIMEOUT
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2386#endif
2387 play_again (pl);
2388 pl->speed = 0;
2389 update_ob_speed (pl);
2390} 2155}
2391 2156
2392/** 2157/**
2393 * Handles applying an improve armor scroll. 2158 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2159 * Does some sanity checks, then calls improve_armour.
2396static void 2161static void
2397apply_armour_improver (object *op, object *tmp) 2162apply_armour_improver (object *op, object *tmp)
2398{ 2163{
2399 object *armor; 2164 object *armor;
2400 2165
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2166 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2167 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2168 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2404 return; 2169 return;
2405 } 2170 }
2171
2406 armor = find_marked_object (op); 2172 armor = find_marked_object (op);
2173
2407 if (!armor) 2174 if (!armor)
2408 { 2175 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2176 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2177 return;
2411 } 2178 }
2179
2412 if (armor->type != ARMOUR 2180 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2181 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2182 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2183 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2184 op->failmsg ("Your marked item is not armour!\n");
2417 return; 2185 return;
2418 } 2186 }
2419 2187
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2188 op->statusmsg ("Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2189 improve_armour (op, tmp, armor);
2422} 2190}
2423 2191
2424 2192void
2425extern void
2426apply_poison (object *op, object *tmp) 2193apply_poison (object *op, object *tmp)
2427{ 2194{
2195 // need to do it now when it is still on the map
2196 handle_apply_yield (tmp);
2197
2198 object *poison = tmp->split (1);
2199
2428 if (op->type == PLAYER) 2200 if (op->type == PLAYER)
2429 { 2201 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2202 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2203 op->failmsg ("Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2204 op->contr->killer = poison;
2433 } 2205 }
2206
2434 if (tmp->stats.hp > 0) 2207 if (poison->stats.hp > 0)
2435 { 2208 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2209 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2210 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2438 } 2211 }
2212
2439 op->stats.food -= op->stats.food / 4; 2213 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2214 poison->destroy ();
2441 decrease_ob (tmp);
2442} 2215}
2443 2216
2444/** 2217/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2218 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2446 * A valid 2 way exit means: 2219 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2220 * -You can come back (there is another exit at the other side)
2448 * -You are 2221 * -You are
2449 * ° the owner of the exit 2222 * ° the owner of the exit
2450 * ° or in the same party as the owner 2223 * ° or in the same party as the owner
2451 * 2224 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2225 * Note: a owner in a 2 way exit is saved as the owner's name
2453 * in the field exit->name cause the field exit->owner doesn't 2226 * in the field exit->name cause the field exit->owner doesn't
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2227 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2228 */
2456int 2229int
2457is_legal_2ways_exit (object *op, object *exit) 2230is_legal_2ways_exit (object *op, object *exit)
2458{ 2231{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2232 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2233 return 1; /*This is not a 2 way, so it is legal */
2234
2235#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2236 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2237 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2238#endif
2469 * all the exits in destination and try to find one with same path as 2239
2470 * the current exit's position */ 2240 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2241
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2242 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 else 2243
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2244 if (exitmap)
2476 { 2245 {
2246 exitmap->load_sync ();
2247
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2248 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2249
2478 if (!tmp) 2250 if (!tmp)
2479 return 0; 2251 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2252
2253 for (; tmp; tmp = tmp->above)
2481 { 2254 {
2482 if (tmp->type != EXIT) 2255 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2256 continue; /*Not an exit */
2257
2484 if (!EXIT_PATH (tmp)) 2258 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2259 continue; /*Not a valid exit */
2260
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2261 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2262 continue; /*Not in the same place */
2263
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2264 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2265 continue; /*Not in the same map */
2490 2266
2491 /* From here we have found the exit is valid. However we do 2267 /* From here we have found the exit is valid. However we do
2492 * here the check of the exit owner. It is important for the 2268 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2269 * town portals to prevent strangers from visiting your appartments
2494 */ 2270 */
2495 if (!exit->race) 2271 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2272 return 1; /*No owner, free for all! */
2273
2497 exit_owner = NULL; 2274 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2275
2276 for_all_players (pp)
2499 { 2277 {
2500 if (!pp->ob) 2278 if (!pp->ob)
2501 continue; 2279 continue;
2280
2502 if (pp->ob->name != exit->race) 2281 if (pp->ob->name != exit->race)
2503 continue; 2282 continue;
2283
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2284 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2285 break;
2506 } 2286 }
2287
2507 if (!exit_owner) 2288 if (!exit_owner)
2508 return 0; /* No more owner */ 2289 return 0; /* No more owner */
2290
2509 if (exit_owner->contr == op->contr) 2291 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2292 return 1; /*It is your exit */
2293
2511 if (exit_owner && /*There is a owner */ 2294 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2295 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2296 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2297 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2298 return 0;
2299
2516 return 1; 2300 return 1;
2517 } 2301 }
2518 } 2302 }
2303
2519 return 0; 2304 return 0;
2520} 2305}
2521 2306
2307/**
2308 * This function will try to apply a lighter and in case no lighter
2309 * is specified it will try to find a lighter in the players inventory,
2310 * and inform him about this requirement.
2311 *
2312 * who - the player
2313 * op - the item we want to light
2314 * lighter - the lighter or 0 if a lighter has yet to be found
2315 */
2316static object *
2317auto_apply_lighter (object *who, object *op, object *lighter)
2318{
2319 if (lighter == 0)
2320 {
2321 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2322 {
2323 if (tmp->type == LIGHTER)
2324 {
2325 lighter = tmp;
2326 break;
2327 }
2328 }
2329
2330 if (!lighter)
2331 {
2332 who->failmsg (format (
2333 "You can't light up the %s with your bare hands! "
2334 "H<You need a lighter in your inventory, for example a flint and steel.>",
2335 &op->name));
2336 return 0;
2337 }
2338 }
2339
2340 // last_eat == 0 means the lighter is not being used up!
2341 if (lighter->last_eat && lighter->stats.food)
2342 {
2343 /* lighter gets used up */
2344 lighter = lighter->split ();
2345 lighter->stats.food--;
2346 who->insert (lighter);
2347 }
2348 else if (lighter->last_eat)
2349 {
2350 /* no charges left in lighter */
2351 who->failmsg (format (
2352 "You attempt to light the %s with a used up %s.",
2353 &op->name, &lighter->name));
2354 return 0;
2355 }
2356
2357 return lighter;
2358}
2359
2360/**
2361 * Designed primarily to light torches/lanterns/etc.
2362 * Also burns up burnable material too. First object in the inventory is
2363 * the selected object to "burn". -b.t.
2364 */
2365void
2366apply_lighter (object *who, object *lighter)
2367{
2368 object *item;
2369 int is_player_env = 0;
2370
2371 item = find_marked_object (who);
2372 if (item)
2373 {
2374 if (!auto_apply_lighter (who, item, lighter))
2375 return;
2376
2377 /* Perhaps we should split what we are trying to light on fire?
2378 * I can't see many times when you would want to light multiple
2379 * objects at once.
2380 */
2381
2382 save_throw_object (item, AT_FIRE, who);
2383
2384 if (item->destroyed ()
2385 || ((item->type == LAMP || item->type == TORCH)
2386 && item->glow_radius > 0))
2387 who->statusmsg (format (
2388 "You light the %s with the %s.",
2389 &item->name, &lighter->name));
2390 else
2391 who->failmsg (format (
2392 "You attempt to light the %s with the %s and fail.",
2393 &item->name, &lighter->name));
2394 }
2395 else
2396 who->failmsg ("You need to mark a lightable object.");
2397}
2398
2399/**
2400 * This function generates a cursed effect for cursed lamps and torches.
2401 */
2402void player_apply_lamp_cursed_effect (object *who, object *op)
2403{
2404 if (op->level)
2405 {
2406 who->failmsg (format (
2407 "The %s was cursed, it explodes in a big fireball!",
2408 &op->name));
2409 create_exploding_ball_at (who, op->level);
2410 }
2411 else
2412 {
2413 who->failmsg (format (
2414 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2415 &op->name));
2416 }
2417
2418 op->destroy ();
2419}
2420
2421/**
2422 * Apply for players and lamps
2423 *
2424 * who - the player
2425 * op - the lamp
2426 */
2427void player_apply_lamp (object *who, object *op)
2428{
2429 bool switch_on = op->glow_radius ? false : true;
2430
2431 if (switch_on)
2432 {
2433 object *lighter = 0;
2434
2435 if (op->flag [FLAG_IS_LIGHTABLE]
2436 && !(lighter = auto_apply_lighter (who, op, 0)))
2437 return;
2438
2439 if (op->stats.food < 1)
2440 {
2441 if (op->type == LAMP)
2442 who->failmsg (format (
2443 "The %s is out of fuel! "
2444 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2445 &op->name));
2446 else
2447 who->failmsg (format (
2448 "The %s is burnt out! "
2449 "H<Torches and similar items burn out and become worthless.>",
2450 &op->name));
2451 return;
2452 }
2453
2454 if (op->flag [FLAG_CURSED])
2455 {
2456 player_apply_lamp_cursed_effect (who, op);
2457 return;
2458 }
2459
2460 if (lighter)
2461 who->statusmsg (format (
2462 "You light up the %s with the %s.", &op->name, &lighter->name));
2463 else
2464 who->statusmsg (format ("You light up the %s.", &op->name));
2465 }
2466 else
2467 {
2468 if (op->flag [FLAG_CURSED])
2469 {
2470 player_apply_lamp_cursed_effect (who, op);
2471 return;
2472 }
2473
2474 if (op->type == TORCH)
2475 {
2476 if (!op->flag [FLAG_IS_LIGHTABLE])
2477 {
2478 who->statusmsg (format (
2479 "You put out the %s. "
2480 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2481 &op->name, &op->name));
2482 }
2483 else
2484 who->statusmsg (format (
2485 "You put out the %s."
2486 "H<Torches wear out if you put them out.>",
2487 &op->name));
2488 }
2489 else
2490 who->statusmsg (format ("You turn off the %s.", &op->name));
2491 }
2492
2493 apply_lamp (op, switch_on);
2494}
2495
2496void get_animation_from_arch (object *op, arch_ptr a)
2497{
2498 op->animation_id = a->animation_id;
2499 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2500 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2501 op->anim_speed = a->anim_speed;
2502 op->last_anim = 0;
2503 op->state = 0;
2504 op->face = a->face;
2505
2506 if (NUM_ANIMATIONS(op) > 1)
2507 {
2508 SET_ANIMATION(op, 0);
2509 animate_object (op, op->direction);
2510 }
2511 else
2512 update_object (op, UP_OBJ_FACE);
2513}
2514
2515/**
2516 * Apply for LAMPs and TORCHes.
2517 *
2518 * op - the lamp
2519 * switch_on - a flag which says whether the lamp should be switched on or off
2520 */
2521void apply_lamp (object *op, bool switch_on)
2522{
2523 op->set_glow_radius (switch_on ? op->range : 0);
2524 op->set_speed (switch_on ? op->arch->speed : 0);
2525
2526 // torches wear out if you put them out
2527 if (op->type == TORCH && !switch_on)
2528 {
2529 if (op->flag [FLAG_IS_LIGHTABLE])
2530 {
2531 op->stats.food -= (double) op->arch->stats.food / 15;
2532 if (op->stats.food < 0)
2533 op->stats.food = 0;
2534 }
2535 else
2536 op->stats.food = 0;
2537 }
2538
2539 // lamps and torched get worthless when used up
2540 if (op->stats.food <= 0)
2541 op->value = 0;
2542
2543 // FIXME: This is a hack to make the more sane torches and lamps
2544 // still animated ;-/
2545 if (op->other_arch)
2546 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2547
2548 if (object *pl = op->visible_to ())
2549 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2550}
2522 2551
2523/** 2552/**
2524 * Main apply handler. 2553 * Main apply handler.
2525 * 2554 *
2526 * Checks for unpaid items before applying. 2555 * Checks for unpaid items before applying.
2528 * Return value: 2557 * Return value:
2529 * 0: player or monster can't apply objects of that type 2558 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object 2559 * 1: has been applied, or there was an error applying the object
2531 * 2: objects of that type can't be applied if not in inventory 2560 * 2: objects of that type can't be applied if not in inventory
2532 * 2561 *
2533 * op is the object that is causing object to be applied, tmp is the object 2562 * who is the object that is causing object to be applied, op is the object
2534 * being applied. 2563 * being applied.
2535 * 2564 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2565 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2566 * them in this function - they are passed to apply_special
2538 */ 2567 */
2539
2540int 2568int
2541manual_apply (object *op, object *tmp, int aflag) 2569manual_apply (object *who, object *op, int aflag)
2542{ 2570{
2543 if (tmp->head) 2571 op = op->head_ ();
2544 tmp = tmp->head;
2545 2572
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2573 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2547 { 2574 {
2548 if (op->type == PLAYER) 2575 if (who->type == PLAYER)
2549 { 2576 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2577 examine (who, op);
2578 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2551 return 1; 2579 return 1;
2552 } 2580 }
2553 else 2581 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2582 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2583 }
2558 2584
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2585 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2560 return RESULT_INT (0); 2586 return RESULT_INT (0);
2561 2587
2562 switch (tmp->type) 2588 switch (op->type)
2563 { 2589 {
2564
2565 case CF_HANDLE: 2590 case CF_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2591 who->play_sound (sound_find ("turn_handle"));
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2592 who->statusmsg ("You turn the handle.");
2568 tmp->value = tmp->value ? 0 : 1; 2593 op->value = op->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2594 SET_ANIMATION (op, op->value);
2570 update_object (tmp, UP_OBJ_FACE); 2595 update_object (op, UP_OBJ_FACE);
2571 push_button (tmp); 2596 push_button (op, who);
2572 return 1; 2597 return 1;
2573 2598
2574 case TRIGGER: 2599 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2600 if (check_trigger (op, who))
2576 { 2601 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2602 who->statusmsg ("You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2603 who->play_sound (sound_find ("turn_handle"));
2579 } 2604 }
2580 else 2605 else
2581 { 2606 who->failmsg ("The handle doesn't move.");
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2607
2583 }
2584 return 1; 2608 return 1;
2585 2609
2586 case EXIT: 2610 case EXIT:
2587 if (op->type != PLAYER) 2611 if (who->type != PLAYER)
2588 return 0; 2612 return 0;
2613
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2614 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2590 { 2615 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)));
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2592 }
2593 else 2616 else
2594 { 2617 {
2595 /* Don't display messages for random maps. */ 2618 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2619 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2620 who->statusmsg (op->msg, NDI_NAVY);
2621
2598 enter_exit (op, tmp); 2622 who->enter_exit (op);
2599 } 2623 }
2624
2600 return 1; 2625 return 1;
2601 2626
2627 case INSCRIBABLE:
2628 who->statusmsg (op->msg);
2629 // maybe show a spell menu to chose from or something like that
2630 return 1;
2631
2602 case SIGN: 2632 case SIGN:
2603 apply_sign (op, tmp, 0); 2633 apply_sign (who, op, 0);
2604 return 1; 2634 return 1;
2605 2635
2606 case BOOK: 2636 case BOOK:
2607 if (op->type == PLAYER) 2637 if (who->type == PLAYER)
2608 { 2638 {
2609 apply_book (op, tmp); 2639 apply_book (who, op);
2610 return 1; 2640 return 1;
2611 } 2641 }
2612 else 2642 else
2643 return 0;
2644
2645 case SKILLSCROLL:
2646 if (who->type == PLAYER)
2613 { 2647 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp); 2648 apply_skillscroll (who, op);
2621 return 1;
2622 }
2623 return 0;
2624
2625 case SPELLBOOK:
2626 if (op->type == PLAYER)
2627 {
2628 apply_spellbook (op, tmp);
2629 return 1;
2630 }
2631 return 0;
2632
2633 case SCROLL:
2634 apply_scroll (op, tmp, 0);
2635 return 1;
2636
2637 case POTION:
2638 (void) apply_potion (op, tmp);
2639 return 1;
2640
2641 /* Eneq(@csd.uu.se): Handle apply on containers. */
2642 case CLOSE_CON:
2643 if (op->type == PLAYER)
2644 (void) esrv_apply_container (op, tmp->env);
2645 else
2646 (void) apply_container (op, tmp->env);
2647 return 1;
2648
2649 case CONTAINER:
2650 if (op->type == PLAYER)
2651 (void) esrv_apply_container (op, tmp);
2652 else
2653 (void) apply_container (op, tmp);
2654 return 1;
2655
2656 case TREASURE:
2657 if (op->type == PLAYER)
2658 {
2659 apply_treasure (op, tmp);
2660 return 1; 2649 return 1;
2661 } 2650 }
2662 else 2651 else
2652 return 0;
2653
2654 case SPELLBOOK:
2655 if (who->type == PLAYER)
2663 { 2656 {
2657 apply_spellbook (who, op);
2664 return 0; 2658 return 1;
2665 } 2659 }
2660 else
2661 return 0;
2662
2663 case SCROLL:
2664 apply_scroll (who, op, 0);
2665 return 1;
2666
2667 case POTION:
2668 apply_potion (who, op);
2669 return 1;
2670
2671 /* Eneq(@csd.uu.se): Handle apply on containers. */
2672 //TODO: remove, as it is unsed?
2673 case CLOSE_CON:
2674 apply_container (who, op->env);
2675 return 1;
2676
2677 case CONTAINER:
2678 apply_container (who, op);
2679 return 1;
2680
2681 case TREASURE:
2682 if (who->type == PLAYER)
2683 {
2684 apply_treasure (who, op);
2685 return 1;
2686 }
2687 else
2688 return 0;
2689
2690 case LAMP:
2691 case TORCH:
2692 player_apply_lamp (who, op);
2693 return 1;
2666 2694
2667 case WEAPON: 2695 case WEAPON:
2668 case ARMOUR: 2696 case ARMOUR:
2669 case BOOTS: 2697 case BOOTS:
2670 case GLOVES: 2698 case GLOVES:
2678 case WAND: 2706 case WAND:
2679 case ROD: 2707 case ROD:
2680 case HORN: 2708 case HORN:
2681 case SKILL: 2709 case SKILL:
2682 case BOW: 2710 case BOW:
2683 case LAMP:
2684 case BUILDER: 2711 case BUILDER:
2685 case SKILL_TOOL: 2712 case SKILL_TOOL:
2686 if (tmp->env != op) 2713 if (op->env != who)
2687 return 2; /* not in inventory */ 2714 return 2; /* not in inventory */
2715
2688 (void) apply_special (op, tmp, aflag); 2716 apply_special (who, op, aflag);
2689 return 1; 2717 return 1;
2690 2718
2691 case DRINK: 2719 case DRINK:
2692 case FOOD: 2720 case FOOD:
2693 case FLESH: 2721 case FLESH:
2694 apply_food (op, tmp); 2722 apply_food (who, op);
2695 return 1; 2723 return 1;
2696 2724
2697 case POISON: 2725 case POISON:
2698 apply_poison (op, tmp); 2726 apply_poison (who, op);
2699 return 1; 2727 return 1;
2700 2728
2701 case SAVEBED: 2729 case SAVEBED:
2730 return 1;
2731
2732 case ARMOUR_IMPROVER:
2702 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2703 { 2734 {
2704 apply_savebed (op); 2735 apply_armour_improver (who, op);
2705 return 1; 2736 return 1;
2706 } 2737 }
2707 else 2738 else
2739 return 0;
2740
2741 case WEAPON_IMPROVER:
2742 check_improve_weapon (who, op);
2743 return 1;
2744
2745 case CLOCK:
2746 if (who->type == PLAYER)
2708 { 2747 {
2709 return 0; 2748 char buf[MAX_BUF];
2749 timeofday_t tod;
2750
2751 get_tod (&tod);
2752 who->play_sound (sound_find ("sound_clock"));
2753 who->statusmsg (format (
2754 "It is %d minute%s past %d o'clock %s",
2755 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2756 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2710 } 2757 ));
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1; 2758 return 1;
2717 } 2759 }
2718 else 2760 else
2761 return 0;
2762
2763 case MENU:
2764 if (who->type == PLAYER)
2719 { 2765 {
2720 return 0; 2766 shop_listing (op, who);
2721 }
2722
2723 case WEAPON_IMPROVER:
2724 (void) check_improve_weapon (op, tmp);
2725 return 1;
2726
2727 case CLOCK:
2728 if (op->type == PLAYER)
2729 {
2730 char buf[MAX_BUF];
2731 timeofday_t tod;
2732
2733 get_tod (&tod);
2734 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2735 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2736 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2737 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2738 new_draw_info (NDI_UNIQUE, 0, op, buf);
2739 return 1; 2767 return 1;
2740 } 2768 }
2741 else 2769 else
2770 return 0;
2771
2772 case POWER_CRYSTAL:
2773 apply_power_crystal (who, op); /* see egoitem.c */
2774 return 1;
2775
2776 case LIGHTER: /* for lighting torches/lanterns/etc */
2777 if (who->type == PLAYER)
2742 { 2778 {
2743 return 0; 2779 apply_lighter (who, op);
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1; 2780 return 1;
2751 } 2781 }
2752 else 2782 else
2753 {
2754 return 0; 2783 return 0;
2755 }
2756
2757 case POWER_CRYSTAL:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */
2759 return 1;
2760
2761 case LIGHTER: /* for lighting torches/lanterns/etc */
2762 if (op->type == PLAYER)
2763 {
2764 apply_lighter (op, tmp);
2765 return 1;
2766 }
2767 else
2768 {
2769 return 0;
2770 }
2771 2784
2772 case ITEM_TRANSFORMER: 2785 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2786 apply_item_transformer (who, op);
2774 return 1; 2787 return 1;
2775 2788
2776 default: 2789 default:
2777 return 0; 2790 return 0;
2778 } 2791 }
2779} 2792}
2780
2781 2793
2782/* quiet suppresses the "don't know how to apply" and "you must get it first" 2794/* quiet suppresses the "don't know how to apply" and "you must get it first"
2783 * messages as needed by player_apply_below(). But there can still be 2795 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages. 2796 * "but you are floating high above the ground" messages.
2785 * 2797 *
2786 * Same return value as apply() function. 2798 * Same return value as apply() function.
2787 */ 2799 */
2788int 2800int
2789player_apply (object *pl, object *op, int aflag, int quiet) 2801player_apply (object *pl, object *op, int aflag, int quiet)
2790{ 2802{
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2803 if (!op->env && (pl->move_type & MOVE_FLYING))
2794 { 2804 {
2795 /* player is flying and applying object not in inventory */ 2805 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2806 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2807 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2808 pl->failmsg ("But you are floating high above the ground! "
2809 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2810 "or waiting till the levitation effect wears off.>");
2799 return 0; 2811 return 0;
2800 } 2812 }
2801 } 2813 }
2802 2814
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 {
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2810 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2811 op->destroy ();
2812 return 1;
2813 }
2814
2815 pl->contr->last_used = op; 2815 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2816
2818 tmp = manual_apply (pl, op, aflag); 2817 int tmp = manual_apply (pl, op, aflag);
2818
2819 if (!quiet) 2819 if (!quiet)
2820 { 2820 {
2821 if (tmp == 0) 2821 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2822 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2) 2823 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2824 pl->failmsg ("You must get it first!\n");
2825 } 2825 }
2826
2826 return tmp; 2827 return tmp;
2827} 2828}
2828 2829
2829/** 2830/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2831 * player_apply_below attempts to apply the object 'below' the player.
2831 * If the player has an open container, we use that for below, otherwise 2832 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2833 * we use the ground.
2833 */ 2834 */
2834
2835void 2835void
2836player_apply_below (object *pl) 2836player_apply_below (object *pl)
2837{ 2837{
2838 object *tmp, *next;
2839 int floors; 2838 int floors = 0;
2840 2839
2841 /* If using a container, set the starting item to be the top 2840 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2841 * item in the container. Otherwise, use the map.
2843 */
2844 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2845
2846 /* This is perhaps more complicated. However, I want to make sure that 2842 * This is perhaps more complicated. However, I want to make sure that
2847 * we don't use a corrupt pointer for the next object, so we get the 2843 * we don't use a corrupt pointer for the next object, so we get the
2848 * next object in the stack before applying. This is can only be a 2844 * next object in the stack before applying. This is can only be a
2849 * problem if player_apply() has a bug in that it uses the object but does 2845 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2846 * not return a proper value.
2851 */ 2847 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2848 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2853 { 2849 {
2854 next = tmp->below; 2850 next = tmp->below;
2851
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 2853 floors++;
2857 else if (floors > 0) 2854 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 2855 return; /* process only floor objects after first floor object */
2859 2856
2861 * person moving on it, also activate. Added code to make it 2858 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which 2859 * so that at least one of players movement types be that which
2863 * the item needs. 2860 * the item needs.
2864 */ 2861 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2862 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2863 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 2864 return;
2869 } 2865
2870 if (floors >= 2) 2866 if (floors >= 2)
2871 return; /* process at most two floor objects */ 2867 return; /* process at most two floor objects */
2872 } 2868 }
2873} 2869}
2874 2870
2879 * to keep the size of apply_special to a more managable size. 2875 * to keep the size of apply_special to a more managable size.
2880 */ 2876 */
2881static int 2877static int
2882unapply_special (object *who, object *op, int aflags) 2878unapply_special (object *who, object *op, int aflags)
2883{ 2879{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2880 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2881 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2882 return RESULT_INT (0);
2886 2883
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2884 CLEAR_FLAG (op, FLAG_APPLIED);
2885
2890 switch (op->type) 2886 switch (op->type)
2891 { 2887 {
2888 case SKILL_TOOL:
2889 // unapplying a skill tool should also unapply the skill it governs
2890 // but this is hard, as it shouldn't do so when the skill can
2891 // be used for other reasons
2892 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2893 if (tmp->skill == op->skill
2894 && tmp->type == SKILL
2895 && tmp->flag [FLAG_APPLIED]
2896 && !tmp->flag [FLAG_CAN_USE_SKILL])
2897 unapply_special (who, tmp, 0);
2898
2899 change_abil (who, op);
2900 break;
2901
2892 case WEAPON: 2902 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2903 if (player *pl = who->contr)
2904 if (op == pl->combat_ob)
2905 {
2906 pl->combat_ob = 0;
2907 who->change_weapon (pl->ranged_ob);
2908 }
2894 2909
2910 who->statusmsg (format ("You unwield %s.", query_name (op)));
2911
2895 (void) change_abil (who, op); 2912 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2913 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 2914 break;
2900 2915
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 2916 case SKILL:
2903 if (op != who->chosen_skill) 2917 if (who->contr)
2904 { 2918 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2919 if (IS_COMBAT_SKILL (op->subtype))
2920 who->change_weapon (who->contr->combat_ob = 0);
2921 else if (IS_RANGED_SKILL (op->subtype))
2922 who->change_weapon (who->contr->ranged_ob = 0);
2923
2924 if (op->invisible)
2925 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2926 else
2927 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2906 } 2928 }
2907 if (who->type == PLAYER) 2929
2908 {
2909 if (who->contr->shoottype == range_skill)
2910 who->contr->shoottype = range_none;
2911 if (!op->invisible)
2912 {
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else
2916 {
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 }
2920 (void) change_abil (who, op); 2930 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 2931 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2932 break;
2924 2933
2925 case ARMOUR: 2934 case ARMOUR:
2926 case HELMET: 2935 case HELMET:
2930 case GLOVES: 2939 case GLOVES:
2931 case AMULET: 2940 case AMULET:
2932 case GIRDLE: 2941 case GIRDLE:
2933 case BRACERS: 2942 case BRACERS:
2934 case CLOAK: 2943 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2944 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 2945 change_abil (who, op);
2937 break; 2946 break;
2938 case LAMP:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2940 tmp2 = arch_to_object (op->other_arch);
2941 tmp2->x = op->x;
2942 tmp2->y = op->y;
2943 tmp2->map = op->map;
2944 tmp2->below = op->below;
2945 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2948 2947
2949 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2950 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2951
2952 if (who->type == PLAYER)
2953 esrv_del_item (who->contr, op->count);
2954
2955 op->destroy ();
2956 insert_ob_in_ob (tmp2, who);
2957 fix_player (who);
2958 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2959 {
2960 if (who->type == PLAYER)
2961 {
2962 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2963 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2964 }
2965 }
2966 if (who->type == PLAYER)
2967 esrv_send_item (who, tmp2);
2968 return 1; /* otherwise, an attempt to drop causes problems */
2969 break;
2970 case BOW: 2948 case BOW:
2971 case WAND: 2949 case WAND:
2972 case ROD: 2950 case ROD:
2973 case HORN: 2951 case HORN:
2974 clear_skill (who); 2952 if (player *pl = who->contr)
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 { 2953 {
2978 who->contr->shoottype = range_none; 2954 if (op == pl->ranged_ob)
2955 {
2956 pl->ranged_ob = 0;
2957 who->change_weapon (pl->combat_ob);
2958 }
2959
2960 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 } 2961 }
2980 else 2962 else
2981 { 2963 {
2964 who->change_skill (0);
2965
2982 if (op->type == BOW) 2966 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 2967 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 2968 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 2969 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 2970 }
2971
2987 break; 2972 break;
2988 2973
2989 case BUILDER: 2974 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2975 if (who->contr)
2991 who->contr->shoottype = range_none; 2976 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 2977 break;
2994 2978
2995 default: 2979 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2980 who->statusmsg (format ("You unapply %s.", query_name (op)));
2997 break; 2981 break;
2998 } 2982 }
2999 2983
3000 fix_player (who); 2984 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3001 2985 if (object *pl = op->visible_to ())
3002 if (!(aflags & AP_NO_MERGE))
3003 {
3004 object *tmp;
3005
3006 tmp = merge_ob (op, NULL);
3007 if (who->type == PLAYER)
3008 {
3009 if (tmp)
3010 { /* it was merged */
3011 esrv_del_item (who->contr, op->count);
3012 op = tmp;
3013 }
3014
3015 esrv_send_item (who, op); 2986 esrv_send_item (pl, op);
3016 } 2987
3017 } 2988 who->update_stats ();
2989
3018 return 0; 2990 return 0;
3019} 2991}
3020 2992
3021/** 2993/**
3022 * Returns the object that is using location 'loc'. 2994 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 2995 * Note that 'start' is the first object to start examing - we
3024 * then go through the below of this. In this way, you can do 2996 * then go through the below of this. In this way, you can do
3025 * something like: 2997 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 2998 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2999 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 3000 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 3001 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 3002 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 3003 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 3004 * invisible other objects that use
3033 * up body locations can be used as restrictions. 3005 * up body locations can be used as restrictions.
3034 */ 3006 */
3035object * 3007static object *
3036get_item_from_body_location (object *start, int loc) 3008get_next_item_from_body_location (int loc, object *start)
3037{ 3009{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 3010 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3011 if (tmp->flag [FLAG_APPLIED]
3012 && tmp->slot[loc].info
3013 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 3014 return tmp;
3046 3015
3047 return NULL; 3016 return 0;
3048} 3017}
3049
3050
3051 3018
3052/** 3019/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 3020 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 3021 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 3022 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 3025 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 3026 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 3027 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 3028 * another function that does just that.
3062 */ 3029 */
3030
3031#define CANNOT_REMOVE_CURSED \
3032 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3033 "Praying over an altar, scrolls of remove curse/damnation, " \
3034 "priests or even other players might help.>"
3035
3063int 3036int
3064unapply_for_ob (object *who, object *op, int aflags) 3037unapply_for_ob (object *who, object *op, int aflags)
3065{ 3038{
3066 int i; 3039 if (op->is_range ())
3067 object *tmp = NULL, *last;
3068
3069 /* If we are applying a shield or weapon, unapply any equipped shield
3070 * or weapons first - only allowed to use one weapon/shield at a time.
3071 */
3072 if (op->type == WEAPON || op->type == SHIELD)
3073 {
3074 for (tmp = who->inv; tmp; tmp = tmp->below) 3040 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3077 {
3078 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3042 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 3043 {
3080 if (aflags & AP_PRINT) 3044 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3045 who->failmsg (query_name (tmp));
3082 else 3046 else
3083 unapply_special (who, tmp, aflags); 3047 unapply_special (who, tmp, aflags);
3084 } 3048 }
3085 else 3049 else
3086 { 3050 {
3087 /* In this case, we want to try and remove a cursed item. 3051 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 3052 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 3053 * at least generate the message.
3090 */ 3054 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3055 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3092 return 1; 3056 return 1;
3093 }
3094
3095 } 3057 }
3096 }
3097 }
3098 3058
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3059 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 3060 {
3101 /* this used up a slot that we need to free */ 3061 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 3062 if (op->slot[i].info)
3103 { 3063 {
3104 last = who->inv; 3064 object *last = who->inv;
3105 3065
3106 /* We do a while loop - may need to remove several items in order 3066 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 3067 * to free up enough slots.
3108 */ 3068 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 3069 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 3070 {
3111 tmp = get_item_from_body_location (last, i); 3071 object *tmp = get_next_item_from_body_location (i, last);
3072
3112 if (!tmp) 3073 if (!tmp)
3113 { 3074 {
3114#if 0 3075#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 3076 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 3077 * equipped.
3117 */ 3078 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3079 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 3080#endif
3120 return 1; 3081 return 1;
3121 } 3082 }
3083
3122 /* If we are just printing, we don't care about cursed status */ 3084 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3085 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 3086 {
3125 if (aflags & AP_PRINT) 3087 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3088 who->failmsg (query_name (tmp));
3127 else 3089 else
3128 unapply_special (who, tmp, aflags); 3090 unapply_special (who, tmp, aflags);
3129 } 3091 }
3130 else 3092 else
3131 { 3093 {
3132 /* Cursed item that we can't unequip - tell the player. 3094 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 3095 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 3096 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 3097 * one cursed ring.)
3136 */ 3098 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3099 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3138 } 3100 }
3101
3139 last = tmp->below; 3102 last = tmp->below;
3140 } 3103 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3104 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 3105 * return in the !tmp would have kicked in.
3143 */ 3106 */
3144 } /* if op is using this body location */ 3107 } /* if op is using this body location */
3145 } /* for body lcoations */ 3108 } /* for body lcoations */
3109
3146 return 0; 3110 return 0;
3147} 3111}
3148 3112
3149/** 3113/**
3150 * Checks to see if 'who' can apply object 'op'. 3114 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 3115 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 3116 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 3117 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3118 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 3119 * is set, do we really care what the other flags may be?)
3156 * 3120 *
3157 * See include/define.h for detailed description of the meaning of 3121 * See include/define.h for detailed description of the meaning of
3158 * these return values. 3122 * these return values.
3159 */ 3123 */
3160int 3124int
3161can_apply_object (object *who, object *op) 3125can_apply_object (object *who, object *op)
3162{ 3126{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3127 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 3128 return RESULT_INT (0);
3165 3129
3166 int i, retval = 0; 3130 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 3131 object *tmp = 0, *ws = 0;
3168 3132
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3133 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3170 * 2 weapons, but we don't want to let them do that. So if they are
3171 * trying to equip a weapon or shield, see if they already have one
3172 * in place and store that way.
3173 */
3174 if (op->type == WEAPON || op->type == SHIELD)
3175 { 3134 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3135 if (op->slot[i].info)
3177 { 3136 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3137 /* Item uses more slots than we have */
3138 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 3139 {
3180 retval = CAN_APPLY_UNAPPLY;
3181 ws = tmp;
3182 }
3183 }
3184 }
3185
3186
3187 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3188 {
3189 if (op->body_info[i])
3190 {
3191 /* Item uses more slots than we have */
3192 if (FABS (op->body_info[i]) > who->body_info[i])
3193 {
3194 /* Could return now for efficiently - rest of info below isn' 3140 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 3141 * really needed.
3196 */ 3142 */
3197 retval |= CAN_APPLY_NEVER; 3143 retval |= CAN_APPLY_NEVER;
3198 } 3144 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 3145 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 3146 {
3201 /* in this case, equipping this would use more free spots than 3147 /* in this case, equipping this would use more free spots than
3202 * we have. 3148 * we have.
3203 */ 3149 */
3204 object *tmp1;
3205
3206 3150
3207 /* if we have an applied weapon/shield, and unapply it would free 3151 /* if we have an applied weapon/shield, and unapply it would free
3208 * enough slots to equip the new item, then just set this can 3152 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3153 * apply unapply". We don't care about the logic below - if you have a
3210 * shield equipped and try to equip another shield, there is only 3154 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3155 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3156 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3157 * may be two handed for example.
3214 */ 3158 */
3215 if (ws) 3159 if (ws)
3216 { 3160 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3217 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3218 { 3161 {
3219 retval |= CAN_APPLY_UNAPPLY; 3162 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3163 continue;
3221 } 3164 }
3222 }
3223 3165
3224 tmp1 = get_item_from_body_location (who->inv, i); 3166 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3167 if (!tmp1)
3226 { 3168 {
3227#if 0 3169#if 0
3228 /* This is sort of an error, but happens a lot when old players 3170 /* This is sort of an error, but happens a lot when old players
3229 * join in with more stuff equipped than they are now allowed. 3171 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 3179 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3180 * is different than we had found before, it means they need
3239 * to apply multiple objects 3181 * to apply multiple objects
3240 */ 3182 */
3241 retval |= CAN_APPLY_UNAPPLY; 3183 retval |= CAN_APPLY_UNAPPLY;
3184
3242 if (!tmp) 3185 if (!tmp)
3243 tmp = tmp1; 3186 tmp = tmp1;
3244 else if (tmp != tmp1) 3187 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3188 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3189
3248 /* This object isn't using up all the slots, so there must 3190 /* This object isn't using up all the slots, so there must
3249 * be another. If so, and it the new item doesn't need all 3191 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3192 * the slots, the player then has a choice.
3251 */ 3193 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3194 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3195 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3196 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3197
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3198 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3199 * equipped? If not, there must be something else to unapply.
3257 */ 3200 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3201 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3202 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3203 }
3262 } /* if not enough free slots */ 3204 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3205 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3206 } /* for i -> num_body_locations loop */
3265 3207
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3212 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3213 * all use the same location.
3272 */ 3214 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3215 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3216 retval |= CAN_APPLY_RESTRICTION;
3217
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3218 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3219 retval |= CAN_APPLY_RESTRICTION;
3277 3220
3278
3279 if (who->type != PLAYER) 3221 if (who->type != PLAYER)
3280 { 3222 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3223 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3224 retval |= CAN_APPLY_RESTRICTION;
3225
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3226 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3227 retval |= CAN_APPLY_RESTRICTION;
3228
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3229 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3230 retval |= CAN_APPLY_RESTRICTION;
3231
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3232 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3233 retval |= CAN_APPLY_RESTRICTION;
3289 } 3234 }
3235
3290 return retval; 3236 return retval;
3291} 3237}
3292
3293
3294 3238
3295/** 3239/**
3296 * who is the object using the object. It can be a monster. 3240 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3241 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3242 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3251 * AP_UNAPPLY=always unapply).
3308 * 3252 *
3309 * Optional flags: 3253 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3254 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3255 * AP_IGNORE_CURSE: unapply cursed items
3256 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3257 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3258 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3259 *
3315 * apply_special() doesn't check for unpaid items. 3260 * apply_special() doesn't check for unpaid items.
3316 */ 3261 */
3262
3263#define LACK_ITEM_POWER \
3264 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3265
3317int 3266int
3318apply_special (object *who, object *op, int aflags) 3267apply_special (object *who, object *op, int aflags)
3319{ 3268{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3269 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3270 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3271
3324 if (who == NULL) 3272 if (who == NULL)
3325 { 3273 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3274 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3275 return 1;
3337 if (basic_flag == AP_APPLY) 3285 if (basic_flag == AP_APPLY)
3338 return 0; 3286 return 0;
3339 3287
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3288 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3289 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3290 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3343 return 1; 3291 return 1;
3344 } 3292 }
3293
3345 return unapply_special (who, op, aflags); 3294 return unapply_special (who, op, aflags);
3346 } 3295 }
3347
3348 if (basic_flag == AP_UNAPPLY) 3296 else if (basic_flag == AP_UNAPPLY)
3349 return 0; 3297 return 0;
3350 3298
3351 i = can_apply_object (who, op); 3299 // if the item is combat/ranged, wield the relevant slot first
3300 // to resolve conflicts.
3301 if (player *pl = who->contr)
3302 switch (op->slottype ())
3303 {
3304 case slot_combat: who->change_weapon (pl->combat_ob); break;
3305 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3306 }
3307
3308 splay (op);
3352 3309
3353 /* Can't just apply this object. Lets see what not and what to do */ 3310 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3311 if (int i = can_apply_object (who, op))
3355 { 3312 {
3356 if (i & CAN_APPLY_NEVER) 3313 if (i & CAN_APPLY_NEVER)
3357 { 3314 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3315 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3359 return 1; 3316 return 1;
3360 } 3317 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3318 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3319 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3320 who->failmsg (format (
3321 "You have a prohibition against using a %s. "
3322 "H<Your belief, profession or class prevents you from applying this item.>",
3323 query_name (op)
3324 ));
3364 return 1; 3325 return 1;
3365 } 3326 }
3327
3366 if (who->type != PLAYER) 3328 if (who->type != PLAYER)
3367 { 3329 {
3368 /* Some error, so don't try to equip something more */ 3330 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3331 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3332 return 1;
3371 } 3333 }
3372 else 3334 else
3373 { 3335 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3336 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3337 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3338 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3339 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3340 return 1;
3379 } 3341 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3342 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3343 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3344 return 1;
3385 } 3345 }
3386 }
3387 } 3346 }
3347
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3348 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3349 {
3390 skop = find_skill_by_name (who, op->skill); 3350 skop = find_skill_by_name (who, op->skill);
3351
3391 if (!skop) 3352 if (!skop)
3392 { 3353 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3354 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3394 return 1; 3355 return 1;
3395 } 3356 }
3396 else 3357 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3358 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3359 * skill so that the dam and wc get updated
3400 */ 3360 */
3401 change_skill (who, skop, 0); 3361 who->change_skill (skop);
3402 }
3403 }
3404
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3406 { 3362 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3363
3364 if (!check_item_power (who, op->item_power))
3365 {
3366 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3367 return 1;
3409 } 3368 }
3410
3411 3369
3412 /* Ok. We are now at the state where we can apply the new object. 3370 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3371 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3372 * below - that is already taken care of by can_apply_object.
3415 */ 3373 */
3416 3374 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3417
3418 if (op->nrof > 1)
3419 tmp = get_split_ob (op, op->nrof - 1);
3420 else
3421 tmp = NULL;
3422 3375
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3376 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3377 return RESULT_INT (0);
3425 3378
3426 switch (op->type) 3379 switch (op->type)
3427 { 3380 {
3428 case WEAPON: 3381 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3382 //TODO: this obviously fails for players using a shorter prefix
3430 { 3383 // i.e. "R" can use Ragnarok's sword.
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3384 if (op->level && !op->name.starts_with (who->name))
3432 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3433 if (tmp != NULL)
3434 (void) insert_ob_in_ob (tmp, who);
3435 return 1;
3436 }
3437 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3438 { 3385 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3386 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3387 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3388 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3389
3442 if (tmp != NULL) 3390 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3391 insert_ob_in_ob (tmp, who);
3392
3444 return 1; 3393 return 1;
3445 } 3394 }
3395
3396 if (!skop)
3397 {
3398 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3399 return 1;
3400 }
3401
3446 SET_FLAG (op, FLAG_APPLIED); 3402 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3403 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3404
3405 if (who->contr)
3406 who->change_weapon (who->contr->combat_ob = op);
3407
3408 who->statusmsg (format ("You wield %s.", query_name (op)));
3409
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3410 SET_FLAG (who, FLAG_READY_WEAPON);
3452
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3454
3455 (void) change_abil (who, op); 3411 change_abil (who, op);
3456 break; 3412 break;
3457 3413
3458 case ARMOUR: 3414 case ARMOUR:
3459 case HELMET: 3415 case HELMET:
3460 case SHIELD: 3416 case SHIELD:
3464 case BRACERS: 3420 case BRACERS:
3465 case CLOAK: 3421 case CLOAK:
3466 case RING: 3422 case RING:
3467 case AMULET: 3423 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3424 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3425 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 3426 change_abil (who, op);
3471 break; 3427 break;
3472 case LAMP: 3428
3473 if (op->stats.food < 1) 3429 case SKILL_TOOL:
3430 // applying a skill tool also readies the skill
3431 SET_FLAG (op, FLAG_APPLIED);
3432
3433 if (!(aflags & AP_NO_READY))
3474 { 3434 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3435 skop = find_skill_by_name (who, op->skill);
3436 if (!skop->flag [FLAG_APPLIED])
3437 apply_special (who, skop, AP_APPLY);
3438 }
3439 break;
3440
3441 case SKILL:
3442 if (player *pl = who->contr)
3443 {
3444 if (IS_COMBAT_SKILL (op->subtype))
3445 {
3446 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3447 {
3448 for (object *item = who->inv; item; item = item->below)
3449 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3450 {
3451 if (item->skill == op->skill)
3452 {
3453 who->change_weapon (pl->combat_ob = item);
3454 goto found_weapon;
3455 }
3456 }
3457
3458 who->failmsg (format (
3459 "You need to apply a '%s' melee weapon before readying this skill. "
3460 "H<Some skills need an item, in this case a melee weapon, to function.>",
3461 &op->skill
3462 ));
3463 return 1;
3464
3465 found_weapon:;
3466 }
3467 else
3468 who->change_weapon (pl->combat_ob = op);
3469 }
3470 else if (IS_RANGED_SKILL (op->subtype))
3471 {
3472 if (skill_flags [op->subtype] & SF_NEED_BOW)
3473 {
3474 for (object *item = who->inv; item; item = item->below)
3475 if (item->type == BOW && item->flag [FLAG_APPLIED])
3476 {
3477 //TODO: bows should/must all have skill missile weapon right now
3478 who->change_weapon (pl->ranged_ob = item);
3479 goto found_bow;
3480 }
3481
3482 who->failmsg (
3483 "You need to apply a missile weapon before readying this skill. "
3484 "H<Some skills need an item, in this case a missile weapon, to function.>"
3485 );
3486 return 1;
3487
3488 found_bow:;
3489 }
3490 else
3491 who->change_weapon (pl->ranged_ob = op);
3492 }
3493
3494 if (!op->invisible)
3495 {
3496 who->statusmsg (format (
3497 "You ready %s."
3498 "You can now use the skill: %s.",
3499 query_name (op),
3500 &op->skill
3501 ));
3502 }
3503 else
3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3505 }
3506 else
3507 {
3508 SET_FLAG (op, FLAG_APPLIED);
3509 change_abil (who, op);
3510 who->chosen_skill = op;
3511 SET_FLAG (who, FLAG_READY_SKILL);
3512 }
3513
3514 break;
3515
3516 case BOW:
3517 if (op->level && !op->name.starts_with (who->name))
3518 {
3519 who->failmsg ("The weapon does not recognize you as its owner. "
3520 "H<Its name indicates that it belongs to somebody else.>");
3521 if (tmp)
3522 insert_ob_in_ob (tmp, who);
3523
3476 return 1; 3524 return 1;
3477 } 3525 }
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3479 tmp2 = arch_to_object (op->other_arch);
3480 tmp2->stats.food = op->stats.food;
3481 SET_FLAG (tmp2, FLAG_APPLIED);
3482 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3483 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3484 insert_ob_in_ob (tmp2, who);
3485 3526
3486 /* Remove the old lantern */ 3527 /*FALLTHROUGH*/
3487 if (who->type == PLAYER)
3488 esrv_del_item (who->contr, op->count);
3489
3490 op->destroy ();
3491
3492 /* insert the portion that was split off */
3493 if (tmp != NULL)
3494 {
3495 (void) insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp);
3498 }
3499 fix_player (who);
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3501 {
3502 if (who->type == PLAYER)
3503 {
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 }
3507 }
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break;
3512
3513 /* this part is needed for skill-tools */
3514 case SKILL:
3515 case SKILL_TOOL:
3516 if (who->chosen_skill)
3517 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3519 return 1;
3520 }
3521 if (who->type == PLAYER)
3522 {
3523 who->contr->shoottype = range_skill;
3524 who->contr->ranges[range_skill] = op;
3525 if (!op->invisible)
3526 {
3527 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3528 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3529 }
3530 else
3531 {
3532 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3533 }
3534 }
3535 SET_FLAG (op, FLAG_APPLIED);
3536 (void) change_abil (who, op);
3537 who->chosen_skill = op;
3538 SET_FLAG (who, FLAG_READY_SKILL);
3539 break;
3540
3541 case BOW: 3528 case WAND:
3542 if (!check_weapon_power (who, op->last_eat))
3543 {
3544 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3545 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3546 if (tmp != NULL)
3547 (void) insert_ob_in_ob (tmp, who);
3548 return 1;
3549 }
3550 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3551 {
3552 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3553 if (tmp != NULL)
3554 (void) insert_ob_in_ob (tmp, who);
3555 return 1;
3556 }
3557 /*FALLTHROUGH*/ case WAND:
3558 case ROD: 3529 case ROD:
3559 case HORN: 3530 case HORN:
3560 /* check for skill, alter player status */ 3531 /* check for skill, alter player status */
3532
3533 if (!skop)
3534 {
3535 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3536 return 1;
3537 }
3538
3561 SET_FLAG (op, FLAG_APPLIED); 3539 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3540 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3541
3566 if (who->type == PLAYER) 3542 if (who->contr)
3567 { 3543 {
3544 who->contr->ranged_ob = op;
3545
3546 who->statusmsg (format ("You ready %s.", query_name (op)));
3547
3568 if (op->type == BOW) 3548 if (op->type == BOW)
3569 { 3549 {
3550 who->current_weapon = op;
3570 (void) change_abil (who, op); 3551 change_abil (who, op);
3571 new_draw_info_format (NDI_UNIQUE, 0, who,
3572 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3552 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 } 3553 }
3579 } 3554 }
3580 else 3555 else
3581 { 3556 {
3582 if (op->type == BOW) 3557 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3558 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3559 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3560 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3561 }
3562
3587 break; 3563 break;
3588 3564
3589 case BUILDER: 3565 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3566 if (who->type == PLAYER)
3567 {
3568 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3569 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3570 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3571
3572 who->statusmsg (format ("You ready your %s.", query_name (op)));
3573
3593 who->contr->ranges[range_builder] = op; 3574 who->contr->ranged_ob = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3575 }
3595 break; 3576 break;
3596 3577
3597 default: 3578 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3579 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 3580 }
3600 3581
3601 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3602 3583
3603 if (tmp != NULL) 3584 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3585 who->insert (tmp);
3605 3586
3606 fix_player (who); 3587 who->update_stats ();
3607 3588
3608 /* We exclude spell casting objects. The fire code will set the 3589 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3590 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3591 * you don't know anything about them.
3611 */ 3592 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3593 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3594 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3595
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3596 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3618 { 3598 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3599 who->failmsg (
3600 "Oops, it feels deadly cold! "
3601 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3602 );
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3603 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3604 }
3622 } 3605
3623 if (who->type == PLAYER) 3606 if (object *pl = op->visible_to ())
3624 {
3625 /* if multiple objects were applied, update both slots */
3626 if (tmp)
3627 esrv_send_item (who, tmp);
3628 esrv_send_item (who, op); 3607 esrv_send_item (pl, op);
3629 } 3608
3630 return 0; 3609 return 0;
3631} 3610}
3632
3633 3611
3634int 3612int
3635monster_apply_special (object *who, object *op, int aflags) 3613monster_apply_special (object *who, object *op, int aflags)
3636{ 3614{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3615 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1; 3616 return 1;
3617
3639 return apply_special (who, op, aflags); 3618 return apply_special (who, op, aflags);
3640} 3619}
3641 3620
3642/** 3621/**
3643 * Map was just loaded, handle op's initialisation. 3622 * Map was just loaded, handle op's initialisation.
3648auto_apply (object *op) 3627auto_apply (object *op)
3649{ 3628{
3650 object *tmp = NULL, *tmp2; 3629 object *tmp = NULL, *tmp2;
3651 int i; 3630 int i;
3652 3631
3632 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3633
3653 switch (op->type) 3634 switch (op->type)
3654 { 3635 {
3655 case SHOP_FLOOR: 3636 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3637 if (!op->has_random_items ())
3657 return 0; 3638 return 0;
3658 3639
3659 do 3640 do
3660 { 3641 {
3661 i = 10; /* let's give it 10 tries */ 3642 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems, 3643 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3644 op->stats.exp
3645 ? (int) op->stats.exp
3646 : max (op->map->difficulty, 5)))
3647 == NULL && --i);
3648
3664 if (tmp == NULL) 3649 if (tmp == NULL)
3665 return 0; 3650 return 0;
3651
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3652 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 { 3653 {
3668 tmp->destroy (); 3654 tmp->destroy ();
3669 tmp = NULL; 3655 tmp = NULL;
3670 } 3656 }
3673 3659
3674 tmp->x = op->x; 3660 tmp->x = op->x;
3675 tmp->y = op->y; 3661 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID); 3662 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0); 3663 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp); 3664 identify (tmp);
3680 break; 3665 break;
3681 3666
3682 case TREASURE: 3667 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3668 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3669 return 0;
3685 3670
3686 while ((op->stats.hp--) > 0) 3671 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3672 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3688 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3673 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3674
3690 /* If we generated an object and put it in this object inventory, 3675 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3676 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff 3677 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects. 3678 * that is put inside other objects.
3694 */ 3679 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 {
3697 tmp2 = tmp->below;
3698 tmp->remove ();
3699
3700 if (op->env) 3680 if (op->env)
3701 insert_ob_in_ob (tmp, op->env); 3681 while (op->inv)
3702 else 3682 op->env->insert (op->inv);
3703 tmp->destroy ();
3704 }
3705 3683
3706 op->destroy (); 3684 op->destroy ();
3707 break; 3685 break;
3708 } 3686 }
3709 return tmp ? 1 : 0;
3710}
3711 3687
3688 return !!tmp;
3689}
3690
3712/** 3691/**
3713 * fix_auto_apply goes through the entire map (only the first time 3692 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3693 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3694 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3695 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3696 */
3718void 3697void
3719fix_auto_apply (maptile *m) 3698maptile::fix_auto_apply ()
3720{ 3699{
3721 object *tmp, *above = NULL; 3700 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3701 return;
3726 3702
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3703 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3704 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3705 {
3731 above = tmp->above; 3706 object *above = tmp->above;
3732 3707
3733 if (tmp->inv) 3708 if (tmp->inv)
3734 { 3709 {
3735 object *invtmp, *invnext; 3710 object *invtmp, *invnext;
3736 3711
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3712 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3713 {
3739 invnext = invtmp->below; 3714 invnext = invtmp->below;
3740 3715
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3716 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3717 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3718 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3719 {
3745 while ((invtmp->stats.hp--) > 0) 3720 while (invtmp->stats.hp-- > 0)
3746 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3747
3748 invtmp->randomitems = NULL;
3749 }
3750 else if (invtmp && invtmp->arch
3751 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3752 {
3753 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3721 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3722
3723 invtmp->randomitems = NULL;
3724 }
3725 else if (invtmp && invtmp->arch
3726 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3727 {
3728 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3729 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3730 * treasure again for this object
3756 */ 3731 */
3757 invtmp->randomitems = NULL; 3732 invtmp->randomitems = NULL;
3758 } 3733 }
3759 } 3734 }
3760 /* This is really temporary - the code at the bottom will 3735 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3736 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3737 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3738 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3739 * MSW 2004-05-13
3765 * 3740 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3741 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3742 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3743 * Ryo 2004-08-16
3769 */ 3744 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3745 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3771 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3746 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3772 tmp->randomitems = NULL;
3773
3774 }
3775
3776 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3777 auto_apply (tmp);
3778 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3779 {
3780 while ((tmp->stats.hp--) > 0)
3781 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3782 tmp->randomitems = NULL; 3747 tmp->randomitems = NULL;
3748
3783 } 3749 }
3750
3751 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3752 auto_apply (tmp);
3753 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3754 {
3755 while ((tmp->stats.hp--) > 0)
3756 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3757 tmp->randomitems = NULL;
3758 }
3784 else if (tmp->type == TIMED_GATE) 3759 else if (tmp->type == TIMED_GATE)
3785 { 3760 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3761 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3762
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3763 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3764 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3765 }
3794 /* This function can be called everytime a map is loaded, even when 3766 /* This function can be called everytime a map is loaded, even when
3795 * swapping back in. As such, we don't want to create the treasure 3767 * swapping back in. As such, we don't want to create the treasure
3796 * over and ove again, so after we generate the treasure, blank out 3768 * over and ove again, so after we generate the treasure, blank out
3797 * randomitems so if it is swapped in again, it won't make anything. 3769 * randomitems so if it is swapped in again, it won't make anything.
3798 * This is a problem for the above objects, because they have counters 3770 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3771 * which say how many times to make the treasure.
3800 */ 3772 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3773 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3774 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3775 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3776 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3777 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3778 tmp->randomitems = NULL;
3807 } 3779 }
3780
3781 // close all containers
3782 else if (tmp->type == CONTAINER)
3783 tmp->flag [FLAG_APPLIED] = 0;
3784
3785 tmp = above;
3808 } 3786 }
3809 3787
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3788 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3789 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3812 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3813 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3790 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3791 check_trigger (tmp, tmp->above);
3815} 3792}
3816 3793
3817/** 3794/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3795 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3796 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3797 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3798 * the food changes, just grab a force and use that instead.
3822 */ 3799 */
3823
3824void 3800void
3825eat_special_food (object *who, object *food) 3801eat_special_food (object *who, object *food)
3826{ 3802{
3827 object *force; 3803 object *force;
3828 int i, did_one = 0; 3804 int i, did_one = 0;
3829 sint8 k;
3830 3805
3831 force = get_archetype (FORCE_NAME); 3806 force = get_archetype (FORCE_NAME);
3832 3807
3833 for (i = 0; i < NUM_STATS; i++) 3808 for (i = 0; i < NUM_STATS; i++)
3834 { 3809 if (sint8 k = food->stats.stat (i))
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 { 3810 {
3838 set_attr_value (&force->stats, i, k); 3811 force->stats.stat (i) = k;
3839 did_one = 1; 3812 did_one = 1;
3840 } 3813 }
3841 }
3842 3814
3843 /* check if we can protect the eater */ 3815 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++) 3816 for (i = 0; i < NROFATTACKS; i++)
3845 { 3817 {
3846 if (food->resist[i] > 0) 3818 if (food->resist[i] > 0)
3847 { 3819 {
3848 force->resist[i] = food->resist[i] / 2; 3820 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1; 3821 did_one = 1;
3850 } 3822 }
3851 } 3823 }
3824
3852 if (did_one) 3825 if (did_one)
3853 { 3826 {
3854 force->speed = 0.1; 3827 force->set_speed (0.1);
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3828 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3829 force->duration = food->stats.food / 5;
3858 SET_FLAG (force, FLAG_IS_USED_UP);
3859 SET_FLAG (force, FLAG_APPLIED); 3830 SET_FLAG (force, FLAG_APPLIED);
3860 change_abil (who, force); 3831 change_abil (who, force);
3861 insert_ob_in_ob (force, who); 3832 insert_ob_in_ob (force, who);
3862 } 3833 }
3863 else 3834 else
3866 /* check for hp, sp change */ 3837 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3838 if (food->stats.hp != 0)
3868 { 3839 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3840 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3841 {
3871 strcpy (who->contr->killer, food->name); 3842 who->contr->killer = food;
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3843 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3844 who->failmsg ("Eck!...that was poisonous!");
3874 } 3845 }
3875 else 3846 else
3876 { 3847 {
3877 if (food->stats.hp > 0) 3848 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3849 who->statusmsg ("You begin to feel better.");
3879 else 3850 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3851 who->failmsg ("Eck!...that was poisonous!");
3852
3881 who->stats.hp += food->stats.hp; 3853 who->stats.hp += food->stats.hp;
3882 } 3854 }
3883 } 3855 }
3856
3884 if (food->stats.sp != 0) 3857 if (food->stats.sp != 0)
3885 { 3858 {
3886 if (QUERY_FLAG (food, FLAG_CURSED)) 3859 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 3860 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3861 who->failmsg ("You are drained of mana!");
3889 who->stats.sp -= food->stats.sp; 3862 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0) 3863 if (who->stats.sp < 0)
3891 who->stats.sp = 0; 3864 who->stats.sp = 0;
3892 } 3865 }
3893 else 3866 else
3894 { 3867 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3868 who->statusmsg ("You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3869 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3870 /* place limit on max sp from food? */
3898 } 3871 }
3899 } 3872 }
3900 fix_player (who);
3901}
3902 3873
3903 3874 who->update_stats ();
3904/**
3905 * Designed primarily to light torches/lanterns/etc.
3906 * Also burns up burnable material too. First object in the inventory is
3907 * the selected object to "burn". -b.t.
3908 */
3909
3910void
3911apply_lighter (object *who, object *lighter)
3912{
3913 object *item;
3914 int is_player_env = 0;
3915 char item_name[MAX_BUF];
3916
3917 item = find_marked_object (who);
3918 if (item)
3919 {
3920 if (lighter->last_eat && lighter->stats.food)
3921 { /* lighter gets used up */
3922 /* Split multiple lighters if they're being used up. Otherwise *
3923 * one charge from each would be used up. --DAMN */
3924 if (lighter->nrof > 1)
3925 {
3926 object *oneLighter = object::create ();
3927
3928 lighter->copy_to (oneLighter);
3929 lighter->nrof -= 1;
3930 oneLighter->nrof = 1;
3931 oneLighter->stats.food--;
3932 esrv_send_item (who, lighter);
3933 oneLighter = insert_ob_in_ob (oneLighter, who);
3934 esrv_send_item (who, oneLighter);
3935 }
3936 else
3937 lighter->stats.food--;
3938 }
3939 else if (lighter->last_eat)
3940 { /* no charges left in lighter */
3941 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3942 return;
3943 }
3944 /* Perhaps we should split what we are trying to light on fire?
3945 * I can't see many times when you would want to light multiple
3946 * objects at once.
3947 */
3948 /* If the item is destroyed, we don't have a valid pointer to the
3949 * name object, so make a copy so the message we print out makes
3950 * some sense.
3951 */
3952 strcpy (item_name, item->name);
3953 if (who == is_player_inv (item))
3954 is_player_env = 1;
3955
3956 save_throw_object (item, AT_FIRE, who);
3957 /* Change to check count and not freed, since the object pointer
3958 * may have gotten recycled
3959 */
3960 if (item->destroyed ())
3961 {
3962 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3963 /* Need to update the player so that the players glow radius
3964 * gets changed.
3965 */
3966 if (is_player_env)
3967 fix_player (who);
3968 }
3969 else
3970 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3971 }
3972 else /* nothing to light */
3973 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3974
3975} 3875}
3876
3976 3877
3977/** 3878/**
3978 * op made some mistake with a scroll, this takes care of punishment. 3879 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure 3880 * scroll_failure()- hacked directly from spell_failure
3980 */ 3881 */
3986 3887
3987 if (failure <= -1 && failure > -15) 3888 if (failure <= -1 && failure > -15)
3988 { /* wonder */ 3889 { /* wonder */
3989 object *tmp; 3890 object *tmp;
3990 3891
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3892 op->failmsg ("Your spell warps!");
3992 tmp = get_archetype (SPELL_WONDER); 3893 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp); 3894 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy (); 3895 tmp->destroy ();
3995 } 3896 }
3996 else if (failure <= -15 && failure > -35) 3897 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */ 3898 { /* drain mana */
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!."); 3899 op->failmsg ("Your mana is drained!");
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW); 3900 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000 if (op->stats.sp < 0) 3901 if (op->stats.sp < 0)
4001 op->stats.sp = 0; 3902 op->stats.sp = 0;
4002 } 3903 }
4003 else if (settings.spell_failure_effects == TRUE) 3904 else if (settings.spell_failure_effects == TRUE)
4004 { 3905 {
4005 if (failure <= -35 && failure > -60) 3906 if (failure <= -35 && failure > -60)
4006 { /* confusion */ 3907 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3908 op->failmsg ("The magic recoils on you!");
4008 confuse_player (op, op, power); 3909 confuse_player (op, op, power);
4009 } 3910 }
4010 else if (failure <= -60 && failure > -70) 3911 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */ 3912 { /* paralysis */
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!"); 3913 op->failmsg ("The magic recoils and paralyzes you!");
4013 paralyze_player (op, op, power); 3914 paralyze_player (op, op, power);
4014 } 3915 }
4015 else if (failure <= -70 && failure > -80) 3916 else if (failure <= -70 && failure > -80)
4016 { /* blind */ 3917 { /* blind */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3918 op->failmsg ("The magic recoils on you!");
4018 blind_player (op, op, power); 3919 blind_player (op, op, power);
4019 } 3920 }
4020 else if (failure <= -80) 3921 else if (failure <= -80)
4021 { /* blast the immediate area */ 3922 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA); 3923 object *tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power); 3924 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3925 op->failmsg ("You unleash uncontrolled mana!");
4027 tmp->destroy (); 3926 tmp->destroy ();
4028 } 3927 }
4029 } 3928 }
4030} 3929}
4031 3930
4051 */ 3950 */
4052 int i, j; 3951 int i, j;
4053 3952
4054 for (i = 0; i < NUM_STATS; i++) 3953 for (i = 0; i < NUM_STATS; i++)
4055 { 3954 {
4056 sint8 stat = get_attr_value (stats, i); 3955 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3956 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3957
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3958 if (stat > 20 + race_bonus)
4061 { 3959 {
4062 excess_stat++; 3960 excess_stat++;
4063 stat = 20 + race_bonus; 3961 stat = 20 + race_bonus;
4064 } 3962 }
4065 set_attr_value (stats, i, stat); 3963
3964 stats->stat (i) = stat;
4066 } 3965 }
4067 3966
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 3967 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 3968 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 3969 int i = rndm (0, 6);
4071 int stat = get_attr_value (stats, i);
4072 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4073 3970
4074 if (i == CHA) 3971 if (i == CHA)
4075 continue; /* exclude cha from this */ 3972 continue; /* exclude cha from this */
3973
3974 int stat = stats->stat (i);
3975 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 3976 if (stat < 20 + race_bonus)
4077 { 3977 {
4078 change_attr_value (stats, i, 1); 3978 change_attr_value (stats, i, 1);
4079 excess_stat--; 3979 excess_stat--;
4080 } 3980 }
4081 } 3981 }
4082 3982
4083 /* insert the randomitems from the change's treasurelist into 3983 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 3984 * the player ref: player.c
4085 */ 3985 */
4086 if (change->randomitems != NULL) 3986 if (change->randomitems)
4087 give_initial_items (pl, change->randomitems); 3987 give_initial_items (pl, change->randomitems);
4088
4089 3988
4090 /* set up the face, for some races. */ 3989 /* set up the face, for some races. */
4091 3990
4092 /* first, look for the force object banning 3991 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 3992 * changing the face. Certain races never change face with class.
4094 */ 3993 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below) 3994 for (walk = pl->inv; walk; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3995 if (walk->name == shstr_NOCLASSFACECHANGE)
4097 flag_change_face = 0; 3996 flag_change_face = 0;
4098 3997
4099 if (flag_change_face) 3998 if (flag_change_face)
4100 { 3999 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face; 4000 pl->face = change->face;
4103 4001 pl->animation_id = change->animation_id;
4104 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4002 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
4108 } 4003 }
4109 4004
4110 /* check the special case of can't use weapons */ 4005 /* check the special case of can't use weapons */
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4006 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112 if (!strcmp (change->name, "monk")) 4007 if (change->name == shstr_monk)
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4008 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 4009
4115 break; 4010 break;
4116 } 4011 }
4117 } 4012 }
4138 char got[MAX_BUF]; 4033 char got[MAX_BUF];
4139 int len; 4034 int len;
4140 4035
4141 if (!pl || !transformer) 4036 if (!pl || !transformer)
4142 return; 4037 return;
4038
4143 marked = find_marked_object (pl); 4039 marked = find_marked_object (pl);
4040
4144 if (!marked) 4041 if (!marked)
4145 { 4042 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4043 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4147 return; 4044 return;
4148 } 4045 }
4046
4149 if (!marked->slaying) 4047 if (!marked->slaying)
4150 { 4048 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4049 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4152 return; 4050 return;
4153 } 4051 }
4052
4154 /* check whether they are compatible or not */ 4053 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name); 4054 find = strstr (&marked->slaying, transformer->arch->archname);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4055 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4157 { 4056 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4057 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4159 return; 4058 return;
4160 } 4059 }
4060
4161 find += strlen (transformer->arch->name) + 1; 4061 find += strlen (transformer->arch->archname) + 1;
4162 /* Item can be used, now find how many and what it yields */ 4062 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find))) 4063 if (isdigit (*(find)))
4164 { 4064 {
4165 yield = atoi (find); 4065 yield = atoi (find);
4166 if (yield < 1) 4066 if (yield < 1)
4172 else 4072 else
4173 yield = 1; 4073 yield = 1;
4174 4074
4175 while (isdigit (*find)) 4075 while (isdigit (*find))
4176 find++; 4076 find++;
4077
4177 while (*find == ' ') 4078 while (*find == ' ')
4178 find++; 4079 find++;
4080
4179 memset (got, 0, MAX_BUF); 4081 memset (got, 0, MAX_BUF);
4082
4180 if ((separator = strchr (find, ';')) != NULL) 4083 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find; 4084 len = separator - find;
4183 }
4184 else 4085 else
4185 {
4186 len = strlen (find); 4086 len = strlen (find);
4187 } 4087
4188 if (len > MAX_BUF - 1) 4088 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1; 4089 len = MAX_BUF - 1;
4090
4190 strcpy (got, find); 4091 strcpy (got, find);
4191 got[len] = '\0'; 4092 got[len] = '\0';
4192 4093
4193 /* Now create new item, remove used ones when required. */ 4094 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got); 4095 new_item = get_archetype (got);
4195 if (!new_item) 4096 if (!new_item)
4196 { 4097 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0)); 4098 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4198 return; 4099 return;
4199 } 4100 }
4200 4101
4201 new_item->nrof = yield; 4102 new_item->nrof = yield;
4103
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4104 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4203 insert_ob_in_ob (new_item, pl); 4105
4204 esrv_send_inventory (pl, pl); 4106 pl->insert (new_item);
4205 /* Eat up one item */ 4107 /* Eat up one item */
4206 decrease_ob_nr (marked, 1); 4108 marked->decrease ();
4109
4207 /* Eat one transformer if needed */ 4110 /* Eat one transformer if needed */
4208 if (transformer->stats.food) 4111 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0) 4112 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1); 4113 transformer->decrease ();
4211} 4114}
4115

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