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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 1.208 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
56 * subtype 5: arch or race 54 * subtype 5: arch or race
57 * subtype 7: all three 55 * subtype 7: all three
58 */ 56 */
59 if (op->subtype) 57 if (op->subtype)
60 { 58 {
61 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
64 } 62 }
65 else 63 else
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
97 */ 94 */
98static int 95static int
99apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
100{ 97{
101 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 99
104 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
105 return 0; 101 return 0;
106 102
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
109 */ 105 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 107 return 0;
112 108
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
116 */ 111 */
112 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 114 {
119 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
120 { 116 {
121 identify (marked); 117 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 120 if (marked->msg)
124 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
127 } 124 }
128 return money == NULL;
129 } 125 }
130 }
131 126
132 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
133 { 128 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 130 {
136 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
137 { 132 {
138 identify (id); 133 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 136 if (id->msg)
141 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
148 break; 141 break;
149 } 142 }
150 else 143 else
151 { 144 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 146 break;
154 } 147 }
155 } 148 }
156 } 149 }
157 if (!success) 150
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
159 return money == NULL; 156 return !money;
160} 157}
161 158
162/** 159/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 161 * matching item.
165 **/ 162 **/
166static void 163void
167handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
168{ 165{
169 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 168}
190 169
191/** 170/**
192 * Handles applying a potion. 171 * Handles applying a potion.
193 */ 172 */
195apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
196{ 175{
197 int got_one = 0, i; 176 int got_one = 0, i;
198 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
199 178
200 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
201 180
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 182 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 186 return 0;
208 } 187 }
209 188
210 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 object *depl; 198 object *depl;
220 archetype *at; 199 archetype *at;
221 200
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 202 {
224 drain_stat (op); 203 op->drain_stat ();
225 fix_player (op); 204 op->update_stats ();
226 decrease_ob (tmp); 205 tmp->decrease ();
227 return 1; 206 return 1;
228 } 207 }
229 208
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 210 {
232 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 212 return 0;
234 } 213 }
214
235 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
236 216
237 if (depl != NULL) 217 if (depl)
238 { 218 {
239 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
242 222
243 depl->destroy (); 223 depl->destroy ();
244 fix_player (op); 224 op->update_stats ();
245 } 225 }
246 else 226 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
248 228
249 decrease_ob (tmp); 229 tmp->decrease ();
250 return 1; 230 return 1;
251 } 231 }
252 232
253 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 235 {
256 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
257 { 237 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 239 {
260 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
261 { 241 {
262 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
263 break; 243 break;
264 } 244 }
245
265 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
266 { 247 {
267 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
268 break; 249 break;
269 } 250 }
251
270 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
271 { 253 {
272 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
273 break; 255 break;
274 } 256 }
278 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
279 { 261 {
280 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
281 break; 263 break;
282 } 264 }
265
283 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
284 { 267 {
285 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
286 break; 269 break;
287 } 270 }
271
288 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
289 { 273 {
290 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
291 break; 275 break;
292 } 276 }
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
303 { 287 {
304 fix_player (op); 288 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
308 } 292 }
309 else 293 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 295 }
312 else 296 else
313 { /* cursed potion */ 297 { /* cursed potion */
314 if (got_one) 298 if (got_one)
315 { 299 {
316 fix_player (op); 300 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
318 } 302 }
319 else 303 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
338 322 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 323 }
348 else 324 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 326
351 decrease_ob (tmp); 327 tmp->decrease ();
328
352 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 331 op->update_stats ();
332
355 return 1; 333 return 1;
356 } 334 }
357 335
358 /* Deal with protection potions */ 336 /* Deal with protection potions */
359 force = NULL; 337 force = NULL;
361 { 339 {
362 if (tmp->resist[i]) 340 if (tmp->resist[i])
363 { 341 {
364 if (!force) 342 if (!force)
365 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
369 } 348 }
370 } 349 }
350
371 /* This is a protection potion */ 351 /* This is a protection potion */
372 if (force) 352 if (force)
373 { 353 {
374 /* cursed items last longer */ 354 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 357 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 361 }
362
382 force->speed_left = -1; 363 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 367 change_abil (op, force);
387 decrease_ob (tmp); 368 tmp->decrease ();
388 return 1; 369 return 1;
389 } 370 }
390 371
391 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 373 if (op->type == PLAYER)
393 { /* only for players */ 374 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 379 else
397 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
398 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
400 } 384 }
401 385
402 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 389 * up all the stats.
406 */ 390 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 392 op->update_stats ();
409 decrease_ob (tmp); 393 tmp->decrease ();
410 return 1; 394 return 1;
411} 395}
412 396
413/**************************************************************************** 397/****************************************************************************
414 * Weapon improvement code follows 398 * Weapon improvement code follows
415 ****************************************************************************/ 399 ****************************************************************************/
416 400
417/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
418 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
419 */ 419 */
420static int 420static int
421check_item (object *op, const char *item) 421check_item (object *op, shstr_cmp item)
422{ 422{
423 int count = 0; 423 int count = 0;
424 424
425 425 if (!item)
426 if (item == NULL)
427 return 0; 426 return 0;
428 op = op->below; 427
429 while (op != NULL) 428 for (op = op->below; op; op = op->below)
430 { 429 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 431 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 432 count += op->number_of ();
440 } 433
441 }
442 op = op->below;
443 }
444 return count; 434 return count;
445} 435}
446 436
447/** 437/**
448 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 439 * op is typically the player, which is only
450 * really used to determine what space to look at. 440 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
452 */ 442 */
453static void 443static void
454eat_item (object *op, const char *item, uint32 nrof) 444eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 445{
456 object *prev; 446 object *prev;
457 447
458 prev = op; 448 prev = op;
459 op = op->below; 449 op = op->below;
460 450
461 while (op != NULL) 451 while (op)
462 { 452 {
463 if (strcmp (op->arch->name, item) == 0) 453 if (op->arch->archname == item)
464 { 454 {
465 if (op->nrof >= nrof) 455 if (op->nrof >= nrof)
466 { 456 {
467 decrease_ob_nr (op, nrof); 457 op->decrease (nrof);
468 return; 458 return;
469 } 459 }
470 else 460 else
471 { 461 {
472 decrease_ob_nr (op, op->nrof); 462 op->decrease (nrof);
473 nrof -= op->nrof; 463 nrof -= op->nrof;
474 } 464 }
465
475 op = prev; 466 op = prev;
476 } 467 }
468
477 prev = op; 469 prev = op;
478 op = op->below; 470 op = op->below;
479 } 471 }
480} 472}
481 473
482/** 474/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 475 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 477 */
538static int 478static int
539check_sacrifice (object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
540{ 480{
541 int count = 0; 481 int count = 0;
542 482
543 if (improver->slaying != NULL) 483 if (improver->slaying)
544 { 484 {
545 count = check_item (op, improver->slaying); 485 count = check_item (op, improver->slaying);
546 if (count < 1) 486 if (count < 1)
547 { 487 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 489 return 0;
553 } 490 }
554 } 491 }
555 else 492 else
556 count = 1; 493 count = 1;
559} 496}
560 497
561/** 498/**
562 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
563 */ 500 */
564int 501static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 503{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 504 stat += sacrifice_count;
570 weapon->last_eat++; 505 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 506 improver->decrease ();
572 decrease_ob (improver);
573 507
574 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
575 fix_player (op); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
576 return 1; 517 return 1;
577} 518}
578 519
579/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 525#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 527#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 530#define IMPROVE_INT 10
590#define IMPROVE_POW 11 531#define IMPROVE_POW 11
591
592 532
593/** 533/**
594 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
596 */ 536 */
597
598int 537int
599prepare_weapon (object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
600{ 539{
601 int sacrifice_count, i; 540 int sacrifice_count, i;
602 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
603 542
604 if (weapon->level != 0) 543 if (weapon->level != 0)
605 { 544 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 545 op->failmsg ("Weapon is already prepared!");
607 return 0; 546 return 0;
608 } 547 }
548
609 for (i = 0; i < NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 550 if (weapon->resist[i])
611 break; 551 break;
612 552
613 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
620 { 560 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
622 return 0; 564 return 0;
623 } 565 }
566
624 sacrifice_count = check_sacrifice (op, improver); 567 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 568 if (sacrifice_count <= 0)
626 return 0; 569 return 0;
570
627 weapon->level = isqrt (sacrifice_count); 571 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 572 eat_item (op, improver->slaying, sacrifice_count);
630 573
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
577 &weapon->name, weapon->level
578 ));
632 579
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 583 slot at once! */
637 decrease_ob (improver); 584 improver->decrease ();
638 weapon->last_eat = 0; 585 weapon->last_eat = 0;
639 return 1; 586 return 1;
640} 587}
641
642 588
643/** 589/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 591 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
655improve_weapon (object *op, object *improver, object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
656{ 602{
657 int sacrifice_count, sacrifice_needed = 0; 603 int sacrifice_count, sacrifice_needed = 0;
658 604
659 if (improver->stats.sp == IMPROVE_PREPARE) 605 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
662 } 607
663 if (weapon->level == 0) 608 if (weapon->level == 0)
664 { 609 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 613 return 0;
667 } 614 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615
616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 618 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 619 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 620 return 0;
672 } 621 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622
623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
624 && !check_item_power (op, weapon->item_power + 1))
674 { 625 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 626 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 627 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 628 "really want to improve it.");
678 return 0; 629 return 0;
679 } 630 }
631
680 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 634 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 635 * weapon can be improved.
684 */ 636 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 637 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 638 {
687 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 642 weapon->last_eat++;
691 643
692 weapon->item_power++; 644 weapon->item_power++;
693 decrease_ob (improver); 645 improver->decrease ();
694 return 1; 646 return 1;
695 } 647 }
648
696 if (improver->stats.sp == IMPROVE_WEIGHT) 649 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 650 {
698 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 652 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 653 if (weapon->weight < 1)
701 weapon->weight = 1; 654 weapon->weight = 1;
655
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 657 weapon->last_eat++;
704 weapon->item_power++; 658 weapon->item_power++;
705 decrease_ob (improver); 659 improver->decrease ();
706 return 1; 660 return 1;
707 } 661 }
662
708 if (improver->stats.sp == IMPROVE_ENCHANT) 663 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 664 {
710 weapon->magic++; 665 weapon->magic++;
711 weapon->last_eat++; 666 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 668 improver->decrease ();
714 weapon->item_power++; 669 weapon->item_power++;
715 return 1; 670 return 1;
716 } 671 }
717 672
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 678 sacrifice_needed *= 2;
724 679
725 sacrifice_count = check_sacrifice (op, improver); 680 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 681 if (sacrifice_count < sacrifice_needed)
727 { 682 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 684 return 0;
730 } 685 }
686
731 eat_item (op, improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 688 weapon->item_power++;
733 689
734 switch (improver->stats.sp) 690 switch (improver->stats.sp)
735 { 691 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 699 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
752 } 701 }
702
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 704 return 0;
755} 705}
756 706
757/** 707/**
764{ 714{
765 object *otmp; 715 object *otmp;
766 716
767 if (op->type != PLAYER) 717 if (op->type != PLAYER)
768 return 0; 718 return 0;
719
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 721 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 722 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 723 return 0;
773 } 724 }
725
774 otmp = find_marked_object (op); 726 otmp = find_marked_object (op);
727
775 if (!otmp) 728 if (!otmp)
776 { 729 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 731 return 0;
779 } 732 }
733
780 if (otmp->type != WEAPON && otmp->type != BOW) 734 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 735 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 736 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 737 return 0;
784 } 738 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
786 improve_weapon (op, tmp, otmp); 742 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 743 esrv_send_item (op, otmp);
788 return 1; 744 return 1;
789} 745}
790 746
815{ 771{
816 object *tmp; 772 object *tmp;
817 773
818 if (armour->magic >= settings.armor_max_enchant) 774 if (armour->magic >= settings.armor_max_enchant)
819 { 775 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 776 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 777 return 0;
822 } 778 }
779
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 783 * of gnarg and what not?)
827 */ 784 */
828 if (armour->title) 785 if (armour->title)
829 { 786 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 787 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 788 return 0;
832 } 789 }
833 790
834 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
836 */ 793 */
837 if (armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 795
842 armour->magic++; 796 armour->magic++;
843 797
844 if (!settings.armor_speed_linear) 798 if (!settings.armor_speed_linear)
845 { 799 {
850 { 804 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 806 pow++;
853 } 807 }
854 808
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 810 }
857 else 811 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 813
860 if (!settings.armor_weight_linear) 814 if (!settings.armor_weight_linear)
861 { 815 {
862 int base = 100; 816 int base = 100;
863 int pow = 0; 817 int pow = 0;
866 { 820 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 822 pow++;
869 } 823 }
870 824
871 armour->weight = (armour->arch->clone.weight * base) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
872 } 826 }
873 else 827 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 829
876 if (armour->weight <= 0) 830 if (armour->weight <= 0)
877 { 831 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 833 armour->weight = 1;
880 } 834 }
881 835
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 837
884 if (op->type == PLAYER) 838 if (op->type == PLAYER)
885 { 839 {
886 esrv_send_item (op, armour); 840 esrv_send_item (op, armour);
841
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 843 op->update_stats ();
889 } 844 }
890 decrease_ob (improver); 845
846 improver->decrease ();
847
891 if (tmp) 848 if (tmp)
892 { 849 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 850
894 esrv_send_item (op, tmp);
895 }
896 return 1; 851 return 1;
897} 852}
898
899 853
900/* 854/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
903 */ 857 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 858 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
913 */ 862 */
914int 863int
915convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
916{ 865{
917 int nr = 0;
918 uint32 price_in; 866 sint64 nr, price_in;
867
868 if (item->flag [FLAG_UNPAID])
869 return 0;
870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
919 875
920 /* We make some assumptions - we assume if it takes money as it type, 876 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 877 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 878 * 3 gp and player drops a platinum, tough luck)
923 */ 879 */
924 if (!strcmp (CONV_FROM (converter), "money")) 880 if (conv_from == shstr_money)
925 { 881 {
926 int cost;
927
928 if (item->type != MONEY) 882 if (item->type != MONEY)
929 return 0; 883 return 0;
930 884
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 885 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 886 if (!nr)
933 return 0; 887 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 888
935 /* take into account rounding errors */ 889 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 890
937 cost++; 891 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 892
893 item->decrease (cost);
939 894
940 price_in = cost * item->value; 895 price_in = cost * item->value;
941 } 896 }
942 else 897 else
943 { 898 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 899 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
946 return 0; 902 return 0;
947 903
948 if (CONV_NEED (converter)) 904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
949 { 907 {
950 nr = item->nrof / CONV_NEED (converter); 908 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 909 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 910 price_in = nr * need * item->value;
953 } 911 }
954 else 912 else
955 { 913 {
956 price_in = item->value; 914 price_in = item->value;
957 item->destroy (); 915 item->destroy ();
958 } 916 }
959 } 917 }
960 918
961 if (converter->inv != NULL) 919 if (converter->inv)
962 { 920 {
963 object *ob; 921 object *ob;
964 int i; 922 int i;
965 object *ob_to_copy; 923 object *ob_to_copy;
966 924
967 /* select random object from inventory to copy */ 925 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 926 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 928 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 929 ob_to_copy = ob;
974 } 930
975 } 931 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 934 }
980 else 935 else
981 { 936 {
982 if (converter->other_arch == NULL) 937 if (!conv_to)
983 { 938 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 940 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 941 return -1;
987 } 942 }
988 943
989 item = object_create_arch (converter->other_arch); 944 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 946 }
992 947
993 if (CONV_NR (converter)) 948 if (give)
994 item->nrof = CONV_NR (converter); 949 item->nrof = give;
950
995 if (nr) 951 if (nr)
996 item->nrof *= nr; 952 item->nrof *= nr;
997 if (is_in_shop (converter)) 953
954 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
999 else if (price_in < item->nrof * item->value) 965 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 966 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 969 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 970 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 971 * hopefully had something in mind when doing this.
1007 */ 972 */
1008 } 973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 981 return 1;
1011} 982}
1012 983
1013/** 984/**
1014 * Handle apply on containers. 985 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
1018 */ 989 */
1019
1020int 990int
1021apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
1022{ 992{
1023 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 994 return 0; /* This might change */
1028 995
1029 if (sack == NULL || sack->type != CONTAINER) 996 if (!sack || sack->type != CONTAINER)
1030 { 997 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 999 return 0;
1033 } 1000 }
1034 op->contr->last_used = NULL; 1001
1035 op->contr->last_used_id = 0; 1002 op->contr->last_used = 0;
1036 1003
1037 if (sack->env != op) 1004 if (sack->env && sack->env != op)
1005 {
1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1007 return 1;
1038 { 1008 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1009
1010 // already applied == open on ground, or open in inv, or active in inv
1011 if (sack->flag [FLAG_APPLIED])
1012 {
1013 if (op->container_ () == sack)
1040 { 1014 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1015 // open on ground or inv, so close
1016 op->close_container ();
1042 return 1; 1017 return 1;
1043 } 1018 }
1044 /* It's on the ground, the problems begin */ 1019 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 } 1020 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1023 return 1;
1060 { 1024 }
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 1025
1081 if (tmp && tmp->type == CLOSE_CON) 1026 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1027 }
1028 else if (sack->env)
1029 {
1030 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1031 op->close_container ();
1090 { 1032 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1033 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1035 return 1;
1094 apply_container (op, tmp); 1036 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1037
1096 op->container = sack; 1038 // it's locked?
1097 strcat (buf, query_name (sack)); 1039 if (sack->slaying)
1098 strcat (buf, "."); 1040 {
1099 } 1041 if (object *tmp = find_key (op, op, sack))
1100 else 1042 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 1043 else
1108 { 1044 {
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)); 1045 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; 1046 return 1;
1145 } 1047 }
1146 }
1147 } 1048 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049
1149 if (op->contr) 1050 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1051
1151 return 1; 1052 return 1;
1152} 1053}
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 1054
1279/** 1055/**
1280 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1282 */ 1058 */
1285{ 1061{
1286 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 1064 return 0;
1289 1065
1290 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1291 { 1067 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1295 */ 1071 */
1296 if (altar->inv && altar->inv->type == SPELL) 1072 if (altar->inv && altar->inv->type == SPELL)
1297 { 1073 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1077 * old maps.
1302 */ 1078 */
1303 1079
1304/* push_button (altar);*/ 1080/* push_button (altar);*/
1305 } 1081 }
1306 else 1082 else
1307 { 1083 {
1308 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1309 push_button (altar); 1085 push_button (altar, originator);
1310 } 1086 }
1311 1087
1312 return !sacrifice; 1088 return !sacrifice;
1313 } 1089 }
1314 else 1090 else
1329 double opinion; 1105 double opinion;
1330 object *tmp, *next; 1106 object *tmp, *next;
1331 1107
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1109
1334 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1335 { 1122 {
1336 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1338 * the shop. 1125 * the shop.
1339 */ 1126 */
1343 1130
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 { 1132 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 1134
1135 if (i >= 0)
1348 tmp->remove (); 1136 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 } 1137 }
1358 } 1138 }
1359 1139
1360 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1366 */ 1146 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1148 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* 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); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1151
1373 if (i != -1) 1152 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 1154
1376 return 0; 1155 return 0;
1377 } 1156 }
1157
1378 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1380 */ 1160 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 1162 }
1383 else if (can_pay (op) && get_payment (op)) 1163 else if (can_pay (op) && get_payment (op))
1384 { 1164 {
1385 /* this is only used for players */ 1165 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1387 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1388 if (shop_mat->msg) 1175 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1176 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1177 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1178 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 1179 * actually the shop floor.
1393 */ 1180 */
1394 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1395 { 1182 {
1396 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1397 1184
1398 if (opinion > 0.9) 1185 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1189 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1190 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1191 }
1407 } 1192 }
1408 else 1193 else
1409 { 1194 {
1410 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1197 * they are not on the mat anymore
1413 */ 1198 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1200
1416 if (i == -1) 1201 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1203 else
1421 { 1204 {
1422 op->remove (); 1205 op->remove ();
1423 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1434 * Handles applying a sign. 1217 * Handles applying a sign.
1435 */ 1218 */
1436static void 1219static void
1437apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1438{ 1221{
1439 readable_message_type *msgType; 1222 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 1223 return;
1441 1224
1442 if (sign->msg == NULL) 1225 if (sign->has_dialogue ())
1443 { 1226 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 1228 return;
1446 } 1229 }
1447 1230
1231 if (!sign->msg)
1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1239
1448 if (sign->stats.food) 1240 if (sign->stats.food)
1449 { 1241 {
1450 if (sign->last_eat >= sign->stats.food) 1242 if (sign->last_eat >= sign->stats.food)
1451 { 1243 {
1452 if (!sign->move_on) 1244 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1454 return; 1247 return;
1455 } 1248 }
1456 1249
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1251 sign->last_eat++;
1463 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 1257 * to us).
1465 */ 1258 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1260 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1469 return; 1262 return;
1470 } 1263 }
1471 msgType = get_readable_message_type (sign); 1264
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1265 if (op->contr)
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1274 }
1275}
1276
1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1474} 1307}
1475 1308
1476/** 1309/**
1477 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1492 return; 1325 return;
1493 1326
1494 /* move_apply() is the most likely candidate for causing unwanted and 1327 /* move_apply() is the most likely candidate for causing unwanted and
1495 * possibly unlimited recursion. 1328 * possibly unlimited recursion.
1496 */ 1329 */
1497 /* The following was changed because it was causing perfeclty correct 1330 /* The following was changed because it was causing perfectly correct
1498 * maps to fail. 1) it's not an error to recurse: 1331 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune. 1332 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and 1333 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1502 */ 1335 */
1503 if (recursion_depth >= 500) 1336 if (recursion_depth >= 500)
1504 { 1337 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 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); 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1340 return;
1508 } 1341 }
1342
1509 recursion_depth++; 1343 recursion_depth++;
1510 if (trap->head) 1344 if (trap->head)
1511 trap = trap->head; 1345 trap = trap->head;
1512 1346
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type) 1348 switch (trap->type)
1517 { 1349 {
1518 case PLAYERMOVER: 1350 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1352 {
1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1355
1356 /* Is this correct? From the docs, it doesn't look like it
1357 * should be divided by trap->speed
1358 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1360
1361 /* Just put in some sanity check. I think there is a bug in the
1362 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed.
1364 */
1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1368 }
1369 break;
1370
1371 case SPINNER:
1372 if (victim->direction)
1373 {
1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1375 update_turn_face (victim);
1376 }
1377 break;
1378
1379 case DIRECTOR:
1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1382 victim->direction = trap->stats.sp;
1383 update_turn_face (victim);
1384 }
1385 break;
1386
1387 case BUTTON:
1388 case PEDESTAL:
1389 case T_MATCH:
1390 update_button (trap, originator);
1391 break;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 break;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 break;
1401 /* fallthrough */
1402
1403 case ARROW:
1404 /* bad bug: monster throw a object, make a step forwards, step on object ,
1405 * trigger this here and get hit by own missile - and will be own enemy.
1406 * Victim then is his own enemy and will start to kill herself (this is
1407 * removed) but we have not synced victim and his missile. To avoid senseless
1408 * action, we avoid hits here
1409 */
1410 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1520 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1521 if (!trap->stats.maxsp) 1423 if (!trap->value)
1522 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1523 1426
1524 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1525 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1526 */ 1442 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1528 1444
1529 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1530 * above with some objects have zero speed, and thus the player 1446 {
1531 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1532 */ 1456 }
1533 if (victim->speed_left < -50.0) 1457 break;
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1458 }
1537 goto leave;
1538 1459
1539 case SPINNER: 1460 case CONVERTER:
1540 if (victim->direction) 1461 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 { 1462 {
1592 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1593 1464 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 } 1465 }
1604 1466
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1606 { 1489 {
1607 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1608 * ab->above would be bogus 1491 * players output.
1609 */ 1492 */
1610 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1611 1495
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1613 { 1497 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 } 1498 }
1623 goto leave; 1499 break;
1624 }
1625 1500
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: 1501 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1688 goto leave; 1503 break;
1689 1504
1690 case SHOP_MAT: 1505 case SHOP_MAT:
1691 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1692 goto leave; 1507 break;
1693 1508
1694 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1697 goto leave; 1512 break;
1698 1513
1699 case SIGN: 1514 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1702 1517
1703 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1704 goto leave; 1519 break;
1705 1520
1706 case CONTAINER: 1521 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1711 goto leave; 1523 break;
1712 1524
1713 case RUNE: 1525 case RUNE:
1714 case TRAP: 1526 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1718 } 1529 break;
1719 goto leave;
1720 1530
1721 default: 1531 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1534 break;
1725 } 1535 }
1726 1536
1727leave:
1728 recursion_depth--; 1537 recursion_depth--;
1729} 1538}
1730 1539
1731/** 1540/**
1732 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1737 int lev_diff; 1546 int lev_diff;
1738 object *skill_ob; 1547 object *skill_ob;
1739 1548
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1550 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1743 return; 1552 return;
1744 } 1553 }
1554
1745 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1746 { 1556 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1748 return; 1558 return;
1749 } 1559 }
1750 1560
1751 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1563 if (!skill_ob)
1754 { 1564 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1566 return;
1757 } 1567 }
1568
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1571 {
1761 if (lev_diff < 2) 1572 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."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1763 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1765 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "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; 1578 return;
1774 } 1579 }
1775 1580
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1582
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1779 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1781 1586
1782 /* gain xp from reading */ 1587 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1589 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1591
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1593 {
1789 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1791 /* If in a container, update how it looks */ 1596
1792 if (tmp->env) 1597 if (object *pl = tmp->visible_to ())
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1794 else
1795 op->contr->socket.update_look = 1;
1796 } 1599 }
1600
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 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 */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1603 }
1800} 1604}
1801 1605
1802/** 1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1656 }
1657}
1658
1659/**
1803 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1804 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1805 */ 1662 */
1806static void 1663static void
1807apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1808{ 1665{
1809 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1810 { 1667 {
1811 case 0: 1668 case 0:
1812 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1813 new_draw_info_format (NDI_UNIQUE, 0, op, "held within the %s.\n", query_name (tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1814 return; 1671 break;
1815 1672
1816 case 1: 1673 case 1:
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1818 decrease_ob (tmp); 1674 tmp->decrease ();
1675 op->play_sound (sound_find ("skill_learn"));
1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1819 return; 1677 break;
1820 1678
1821 default: 1679 default:
1680 tmp->decrease ();
1681 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)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1823 decrease_ob (tmp);
1824 return; 1683 break;
1825 } 1684 }
1826} 1685}
1827 1686
1828/** 1687/**
1829 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1849 return; 1708 return;
1850 } 1709 }
1851 return; 1710 return;
1852 } 1711 }
1853 1712
1854 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1855 tmp = object::create (); 1714
1856 spell->copy_to (tmp); 1715 tmp = spell->clone ();
1857 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1858 1717
1859 if (special_prayer) 1718 if (special_prayer)
1860 {
1861 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1862 }
1863 1720
1864 esrv_add_spells (op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1865} 1722}
1866 1723
1867/** 1724/**
1881 { 1738 {
1882 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1883 return; 1740 return;
1884 } 1741 }
1885 1742
1886 new_draw_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1887 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1888 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1889 spob->destroy (); 1746 spob->destroy ();
1890} 1747}
1891 1748
1899{ 1756{
1900 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1901 1758
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 { 1760 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1905 return; 1762 return;
1906 } 1763 }
1907 1764
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1767 * legacy spellbooks
1911 */ 1768 */
1912
1913 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1914 { 1770 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1916 if (!spell) 1772 if (!spell)
1917 { 1773 {
1918 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1919 return; 1775 return;
1920 } 1776 }
1921 else 1777 else
1922 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1923 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1924 } 1781 }
1925 1782
1926 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1927 1784
1928 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1929 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1930 if (!skop) 1787 if (!skop)
1931 { 1788 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1933 return; 1790 return;
1934 } 1791 }
1935 1792
1936 spell = tmp->inv; 1793 spell = tmp->inv;
1937 1794
1938 if (!spell) 1795 if (!spell)
1939 { 1796 {
1940 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1941 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1942 return; 1799 return;
1943 } 1800 }
1944 1801
1945 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1946 { 1804 {
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."); 1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1948 return; 1807 return;
1949 } 1808 }
1950 1809
1951 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1952 1811
1953 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1954 {
1955 identify (tmp); 1813 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 1814
1962 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1963 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1964 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1965 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1966 */ 1819 */
1967 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1968 { 1821 {
1969 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1970 return; 1823 return;
1971 } 1824 }
1972 1825
1973 if (spell->skill) 1826 if (spell->skill)
1974 { 1827 {
1975 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1976 1829
1977 if (!spell_skill) 1830 if (!spell_skill)
1978 { 1831 {
1979 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1980 return; 1833 return;
1981 } 1834 }
1982 1835
1983 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1984 { 1837 {
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); 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1986 return; 1839 return;
1987 } 1840 }
1988 } 1841 }
1989 1842
1990 /* Logic as follows 1843 /* Logic as follows
1999 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2000 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2001 */ 1854 */
2002 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2003 { 1856 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
2005 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
2006 } 1859 }
2007 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 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]) 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2009 { 1862 {
2010 1863 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); 1864 do_learn_spell (op, spell, 0);
2013 1865
2014 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2015 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2016 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2017 } 1869 }
2018 else 1870 else
2019 { 1871 {
2020 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2021 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2022 } 1874 }
2023 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2024} 1877}
2025 1878
2026/** 1879/**
2027 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2028 */ 1881 */
2031{ 1884{
2032 object *skop; 1885 object *skop;
2033 1886
2034 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2035 { 1888 {
2036 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2037 return; 1890 return;
2038 } 1891 }
2039 1892
2040 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2041 { 1894 {
2042 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2043 return; 1896 return;
2044 } 1897 }
2045 1898
2046 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2047 { 1900 {
2053 */ 1906 */
2054 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2055 1908
2056 if (!skop) 1909 if (!skop)
2057 { 1910 {
2058 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2059 return; 1912 return;
2060 } 1913 }
2061 1914
2062 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2063 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2064 } 1917 }
2065 1918
2066 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2067 identify (tmp); 1920 identify (tmp);
2068 1921
2069 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2070
2071 1923
2072 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2073 decrease_ob (tmp); 1925 tmp->decrease ();
2074} 1926}
2075 1927
2076/** 1928/**
2077 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2078 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2079 * chest. 1931 * chest.
2080 */ 1932 */
2081static void 1933static void
2082apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2083{ 1935{
2084 object *treas;
2085
2086
2087 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2088 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2089 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2090 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2091 * treasure 1940 * treasure
2092 */ 1941 */
2093
2094 treas = tmp->inv; 1942 object *treas = tmp->inv;
2095 if (treas == NULL) 1943
1944 if (!treas)
2096 { 1945 {
2097 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2098 decrease_ob (tmp); 1947 tmp->decrease ();
2099 return; 1948 return;
2100 } 1949 }
1950
2101 while (tmp->inv) 1951 while (tmp->inv)
2102 { 1952 {
2103 treas = tmp->inv; 1953 treas = tmp->inv;
2104
2105 treas->remove (); 1954 treas->remove ();
2106 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2107 1955
2108 treas->x = op->x; 1956 treas->x = op->x;
2109 treas->y = op->y; 1957 treas->y = op->y;
2110 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2111 1959
2112 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2113 spring_trap (treas, op); 1961 spring_trap (treas, op);
2114 1962
2115 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2116 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2117 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2118 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2119 */ 1967 */
2120 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2121 break; 1969 break;
2122 } 1970 }
2123 1971
2124 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2125 decrease_ob (tmp); 1973 tmp->decrease (true);
2126
2127}
2128
2129/**
2130 * op eats food.
2131 * If player, takes care of messages and dragon special food.
2132 */
2133static void
2134apply_food (object *op, object *tmp)
2135{
2136 int capacity_remaining;
2137
2138 if (op->type != PLAYER)
2139 op->stats.hp = op->stats.maxhp;
2140 else
2141 {
2142 /* check if this is a dragon (player), eating some flesh */
2143 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2144 ;
2145 else
2146 {
2147 /* usual case - no dragon meal: */
2148 if (op->stats.food + tmp->stats.food > 999)
2149 {
2150 if (tmp->type == FOOD || tmp->type == FLESH)
2151 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2152 else
2153 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2154 }
2155
2156 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2157 {
2158 char buf[MAX_BUF];
2159
2160 if (!is_dragon_pl (op))
2161 {
2162 /* eating message for normal players */
2163 if (tmp->type == DRINK)
2164 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2165 else
2166 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2167 }
2168 else
2169 {
2170 /* eating message for dragon players */
2171 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2172 }
2173
2174 new_draw_info (NDI_UNIQUE, 0, op, buf);
2175 capacity_remaining = 999 - op->stats.food;
2176 op->stats.food += tmp->stats.food;
2177 if (capacity_remaining < tmp->stats.food)
2178 op->stats.hp += capacity_remaining / 50;
2179 else
2180 op->stats.hp += tmp->stats.food / 50;
2181 if (op->stats.hp > op->stats.maxhp)
2182 op->stats.hp = op->stats.maxhp;
2183 if (op->stats.food > 999)
2184 op->stats.food = 999;
2185 }
2186
2187 /* special food hack -b.t. */
2188 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2189 eat_special_food (op, tmp);
2190 }
2191 }
2192 handle_apply_yield (tmp);
2193 decrease_ob (tmp);
2194} 1974}
2195 1975
2196/** 1976/**
2197 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2198 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2201 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2202 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2203 * return: 1983 * return:
2204 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2205 */ 1985 */
2206int 1986static int
2207dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2208{ 1988{
2209 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2210 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2211 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2212 1992
2213 char buf[MAX_BUF]; /* tmp. string buffer */
2214 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2215 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2216 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2217 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2218 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2224 return 0; 2003 return 0;
2225 2004
2226 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2227 from the player's inventory */ 2006 from the player's inventory */
2228 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2229 {
2230 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2231 { 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2232 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2233 skin = tmp; 2010 skin = tmp;
2234 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2235 abil = tmp; 2012 abil = tmp;
2236 }
2237 }
2238 2013
2239 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2240 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2241 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2242 return 0; 2017 return 0;
2244 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2245 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2022 else
2248 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2249 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2251 2027
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2029
2283 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2061 chance = MIN (100., chance * 2.);
2286 2062
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int) (chance * 100))
2289 { 2065 {
2290 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2291 winners++; 2067 winners++;
2292 } 2068 }
2293 2069
2298 } 2074 }
2299 } 2075 }
2300 2076
2301 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2303 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2304 if (totalchance > 50.) 2082 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2316 else 2094 else
2317 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2319 2098
2320 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2321 i = -1; 2100 i = -1;
2322 if (winners > 0) 2101 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2324 2103
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2105 {
2327 /* resistance increased! */ 2106 /* resistance increased! */
2328 skin->resist[i]++; 2107 skin->resist[i]++;
2329 fix_player (op); 2108 op->update_stats ();
2330 2109
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110 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 } 2111 }
2334 2112
2335 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */ 2114 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) 2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 { 2116 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340 2118
2341 if (meal->last_eat != abil->stats.exp) 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2342 { 2125 ));
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 2126 else
2349 { 2127 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2128 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; 2129 abil->last_eat = 0;
2353 } 2130 }
2354 } 2131 }
2132
2355 return 1; 2133 return 1;
2356} 2134}
2357 2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2358static void 2140static void
2359apply_savebed (object *pl) 2141apply_food (object *op, object *tmp)
2360{ 2142{
2361#ifndef COZY_SERVER 2143 int capacity_remaining;
2362 if (!pl->contr->name_changed || !pl->stats.exp) 2144
2363 { 2145 if (op->type != PLAYER)
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2146 op->stats.hp = op->stats.maxhp;
2365 return; 2147 else
2366 } 2148 {
2367#endif 2149 /* check if this is a dragon (player), eating some flesh */
2368 INVOKE_PLAYER (LOGOUT, pl->contr); 2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2369 /* Need to call terminate_all_pets() before we remove the player ob */ 2151 ;
2370 terminate_all_pets (pl); 2152 else
2371 pl->remove (); 2153 {
2372 pl->direction = 0; 2154 /* usual case - no dragon meal: */
2373 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2374 2162
2375 /* update respawn position */ 2163 tmp->play_sound (
2376 strcpy (pl->contr->savebed_map, pl->map->path); 2164 tmp->sound
2377 pl->contr->bed_x = pl->x; 2165 ? tmp->sound
2378 pl->contr->bed_y = pl->y; 2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2379 2170
2380 strcpy (pl->contr->killer, "left"); 2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2381 check_score (pl); /* Always check score */ 2172 {
2382 (void) save_player (pl, 0); 2173 const char *buf;
2383 pl->map->players--; 2174
2384#if MAP_MAXTIMEOUT 2175 if (!is_dragon_pl (op))
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2176 {
2386#endif 2177 /* eating message for normal players */
2387 play_again (pl); 2178 if (tmp->type == DRINK)
2388 pl->speed = 0; 2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2389 update_ob_speed (pl); 2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2390} 2210}
2391 2211
2392/** 2212/**
2393 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2396static void 2216static void
2397apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2398{ 2218{
2399 object *armor; 2219 object *armor;
2400 2220
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2222 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2404 return; 2224 return;
2405 } 2225 }
2226
2406 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2228
2407 if (!armor) 2229 if (!armor)
2408 { 2230 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2232 return;
2411 } 2233 }
2234
2412 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2236 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2238 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2417 return; 2240 return;
2418 } 2241 }
2419 2242
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2422} 2245}
2423 2246
2424 2247void
2425extern void
2426apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2427{ 2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2428 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2429 { 2256 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2433 } 2260 }
2261
2434 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2435 { 2263 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 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); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2438 } 2266 }
2267
2439 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2269 poison->destroy ();
2441 decrease_ob (tmp);
2442} 2270}
2443 2271
2444/** 2272/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * 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: 2274 * A valid 2 way exit means:
2447 * -You can come back (there is another exit at the other side) 2275 * -You can come back (there is another exit at the other side)
2448 * -You are 2276 * -You are
2449 * ° the owner of the exit 2277 * ° the owner of the exit
2450 * ° or in the same party as the owner 2278 * ° or in the same party as the owner
2451 * 2279 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2280 * 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 2281 * 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). 2282 * survive in the swapping (in fact the whole exit doesn't survive).
2455 */ 2283 */
2456int 2284int
2457is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2458{ 2286{
2459 object *tmp;
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */ 2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at 2293#endif
2469 * all the exits in destination and try to find one with same path as 2294
2470 * the current exit's position */ 2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2296
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2473 else 2298
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap) 2299 if (exitmap)
2476 { 2300 {
2301 exitmap->load_sync ();
2302
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2478 if (!tmp) 2305 if (!tmp)
2479 return 0; 2306 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2307
2308 for (; tmp; tmp = tmp->above)
2481 { 2309 {
2482 if (tmp->type != EXIT) 2310 if (tmp->type != EXIT)
2483 continue; /*Not an exit */ 2311 continue; /*Not an exit */
2312
2484 if (!EXIT_PATH (tmp)) 2313 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */ 2314 continue; /*Not a valid exit */
2315
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */ 2317 continue; /*Not in the same place */
2318
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2319 if (exit->map->path != EXIT_PATH (tmp))
2489 continue; /*Not in the same map */ 2320 continue; /*Not in the same map */
2490 2321
2491 /* From here we have found the exit is valid. However we do 2322 /* 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 2323 * here the check of the exit owner. It is important for the
2493 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2494 */ 2325 */
2495 if (!exit->race) 2326 if (!exit->race)
2496 return 1; /*No owner, free for all! */ 2327 return 1; /*No owner, free for all! */
2328
2497 exit_owner = NULL; 2329 object *exit_owner = 0;
2498 for (pp = first_player; pp; pp = pp->next) 2330
2331 for_all_players (pp)
2499 { 2332 {
2500 if (!pp->ob) 2333 if (!pp->ob)
2501 continue; 2334 continue;
2335
2502 if (pp->ob->name != exit->race) 2336 if (pp->ob->name != exit->race)
2503 continue; 2337 continue;
2338
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2340 break;
2506 } 2341 }
2342
2507 if (!exit_owner) 2343 if (!exit_owner)
2508 return 0; /* No more owner */ 2344 return 0; /* No more owner */
2345
2509 if (exit_owner->contr == op->contr) 2346 if (exit_owner->contr == op->contr)
2510 return 1; /*It is your exit */ 2347 return 1; /*It is your exit */
2348
2511 if (exit_owner && /*There is a owner */ 2349 if (exit_owner && /*There is a owner */
2512 (op->contr) && /*A player tries to pass */ 2350 (op->contr) && /*A player tries to pass */
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2351 ((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 */ 2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2515 return 0; 2353 return 0;
2354
2516 return 1; 2355 return 1;
2517 } 2356 }
2518 } 2357 }
2358
2519 return 0; 2359 return 0;
2520} 2360}
2521 2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457void player_apply_lamp_cursed_effect (object *who, object *op)
2458{
2459 if (op->level)
2460 {
2461 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!",
2463 &op->name));
2464 create_exploding_ball_at (who, op->level);
2465 }
2466 else
2467 {
2468 who->failmsg (format (
2469 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2470 &op->name));
2471 }
2472
2473 op->destroy ();
2474}
2475
2476/**
2477 * Apply for players and lamps
2478 *
2479 * who - the player
2480 * op - the lamp
2481 */
2482void player_apply_lamp (object *who, object *op)
2483{
2484 bool switch_on = op->glow_radius ? false : true;
2485
2486 if (switch_on)
2487 {
2488 object *lighter = 0;
2489
2490 if (op->flag [FLAG_IS_LIGHTABLE]
2491 && !(lighter = auto_apply_lighter (who, op, 0)))
2492 return;
2493
2494 if (op->stats.food < 1)
2495 {
2496 if (op->type == LAMP)
2497 who->failmsg (format (
2498 "The %s is out of fuel! "
2499 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2500 &op->name));
2501 else
2502 who->failmsg (format (
2503 "The %s is burnt out! "
2504 "H<Torches and similar items burn out and become worthless.>",
2505 &op->name));
2506 return;
2507 }
2508
2509 if (op->flag [FLAG_CURSED])
2510 {
2511 player_apply_lamp_cursed_effect (who, op);
2512 return;
2513 }
2514
2515 if (lighter)
2516 who->statusmsg (format (
2517 "You light up the %s with the %s.", &op->name, &lighter->name));
2518 else
2519 who->statusmsg (format ("You light up the %s.", &op->name));
2520 }
2521 else
2522 {
2523 if (op->flag [FLAG_CURSED])
2524 {
2525 player_apply_lamp_cursed_effect (who, op);
2526 return;
2527 }
2528
2529 if (op->type == TORCH)
2530 {
2531 if (!op->flag [FLAG_IS_LIGHTABLE])
2532 {
2533 who->statusmsg (format (
2534 "You put out the %s. "
2535 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2536 &op->name, &op->name));
2537 }
2538 else
2539 who->statusmsg (format (
2540 "You put out the %s."
2541 "H<Torches wear out if you put them out.>",
2542 &op->name));
2543 }
2544 else
2545 who->statusmsg (format ("You turn off the %s.", &op->name));
2546 }
2547
2548 apply_lamp (op, switch_on);
2549}
2550
2551void get_animation_from_arch (object *op, arch_ptr a)
2552{
2553 op->animation_id = a->animation_id;
2554 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2555 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2556 op->anim_speed = a->anim_speed;
2557 op->last_anim = 0;
2558 op->state = 0;
2559 op->face = a->face;
2560
2561 if (NUM_ANIMATIONS(op) > 1)
2562 {
2563 SET_ANIMATION(op, 0);
2564 animate_object (op, op->direction);
2565 }
2566 else
2567 update_object (op, UP_OBJ_FACE);
2568}
2569
2570/**
2571 * Apply for LAMPs and TORCHes.
2572 *
2573 * op - the lamp
2574 * switch_on - a flag which says whether the lamp should be switched on or off
2575 */
2576void apply_lamp (object *op, bool switch_on)
2577{
2578 op->set_glow_radius (switch_on ? op->range : 0);
2579 op->set_speed (switch_on ? op->arch->speed : 0);
2580
2581 // torches wear out if you put them out
2582 if (op->type == TORCH && !switch_on)
2583 {
2584 if (op->flag [FLAG_IS_LIGHTABLE])
2585 {
2586 op->stats.food -= (double) op->arch->stats.food / 15;
2587 if (op->stats.food < 0)
2588 op->stats.food = 0;
2589 }
2590 else
2591 op->stats.food = 0;
2592 }
2593
2594 // lamps and torched get worthless when used up
2595 if (op->stats.food <= 0)
2596 op->value = 0;
2597
2598 // FIXME: This is a hack to make the more sane torches and lamps
2599 // still animated ;-/
2600 if (op->other_arch)
2601 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2602
2603 if (object *pl = op->visible_to ())
2604 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2605}
2606
2607/**
2608 * This handles items of type 'transformer'.
2609 * Basically those items, used with a marked item, transform both items into something
2610 * else.
2611 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2612 * Change information is contained in the 'slaying' field of the marked item.
2613 * The format is as follow: transformer:[number ]yield[;transformer:...].
2614 * This way an item can be transformed in many things, and/or many objects.
2615 * The 'slaying' field for transformer is used as verb for the action.
2616 */
2617static void
2618apply_item_transformer (object *pl, object *transformer)
2619{
2620 object *marked;
2621 object *new_item;
2622 char *find;
2623 char *separator;
2624 int yield;
2625 char got[MAX_BUF];
2626 int len;
2627
2628 if (!pl || !transformer)
2629 return;
2630
2631 marked = find_marked_object (pl);
2632
2633 if (!marked)
2634 {
2635 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2636 return;
2637 }
2638
2639 if (!marked->slaying)
2640 {
2641 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2642 return;
2643 }
2644
2645 /* check whether they are compatible or not */
2646 find = strstr (&marked->slaying, transformer->arch->archname);
2647 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2648 {
2649 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2650 return;
2651 }
2652
2653 find += strlen (transformer->arch->archname) + 1;
2654 /* Item can be used, now find how many and what it yields */
2655 if (isdigit (*(find)))
2656 {
2657 yield = atoi (find);
2658 if (yield < 1)
2659 {
2660 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2661 yield = 1;
2662 }
2663 }
2664 else
2665 yield = 1;
2666
2667 while (isdigit (*find))
2668 find++;
2669
2670 while (*find == ' ')
2671 find++;
2672
2673 memset (got, 0, MAX_BUF);
2674
2675 if ((separator = strchr (find, ';')) != NULL)
2676 len = separator - find;
2677 else
2678 len = strlen (find);
2679
2680 if (len > MAX_BUF - 1)
2681 len = MAX_BUF - 1;
2682
2683 strcpy (got, find);
2684 got[len] = '\0';
2685
2686 /* Now create new item, remove used ones when required. */
2687 new_item = get_archetype (got);
2688 if (!new_item)
2689 {
2690 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2691 return;
2692 }
2693
2694 new_item->nrof = yield;
2695
2696 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2697
2698 pl->insert (new_item);
2699 /* Eat up one item */
2700 marked->decrease ();
2701
2702 /* Eat one transformer if needed */
2703 if (transformer->stats.food)
2704 if (--transformer->stats.food == 0)
2705 transformer->decrease ();
2706}
2522 2707
2523/** 2708/**
2524 * Main apply handler. 2709 * Main apply handler.
2525 * 2710 *
2526 * Checks for unpaid items before applying. 2711 * Checks for unpaid items before applying.
2528 * Return value: 2713 * Return value:
2529 * 0: player or monster can't apply objects of that type 2714 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object 2715 * 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 2716 * 2: objects of that type can't be applied if not in inventory
2532 * 2717 *
2533 * op is the object that is causing object to be applied, tmp is the object 2718 * who is the object that is causing object to be applied, op is the object
2534 * being applied. 2719 * being applied.
2535 * 2720 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2721 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2722 * them in this function - they are passed to apply_special
2538 */ 2723 */
2539
2540int 2724int
2541manual_apply (object *op, object *tmp, int aflag) 2725manual_apply (object *who, object *op, int aflag)
2542{ 2726{
2543 if (tmp->head) 2727 op = op->head_ ();
2544 tmp = tmp->head;
2545 2728
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2729 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2547 { 2730 {
2548 if (op->type == PLAYER) 2731 if (who->type == PLAYER)
2549 { 2732 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2733 examine (who, op);
2734 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2551 return 1; 2735 return 1;
2552 } 2736 }
2553 else 2737 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2738 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2739 }
2558 2740
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2741 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2560 return RESULT_INT (0); 2742 return RESULT_INT (0);
2561 2743
2562 switch (tmp->type) 2744 switch (op->type)
2563 { 2745 {
2564
2565 case CF_HANDLE: 2746 case T_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2747 who->play_sound (sound_find ("turn_handle"));
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2748 who->statusmsg ("You turn the handle.");
2568 tmp->value = tmp->value ? 0 : 1; 2749 op->value = op->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2750 SET_ANIMATION (op, op->value);
2570 update_object (tmp, UP_OBJ_FACE); 2751 update_object (op, UP_OBJ_FACE);
2571 push_button (tmp); 2752 push_button (op, who);
2572 return 1; 2753 return 1;
2573 2754
2574 case TRIGGER: 2755 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2756 if (check_trigger (op, who, who))
2576 { 2757 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2758 who->statusmsg ("You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2759 who->play_sound (sound_find ("turn_handle"));
2579 } 2760 }
2580 else 2761 else
2581 { 2762 who->failmsg ("The handle doesn't move.");
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2763
2583 }
2584 return 1; 2764 return 1;
2585 2765
2586 case EXIT: 2766 case EXIT:
2587 if (op->type != PLAYER) 2767 if (who->type != PLAYER)
2588 return 0; 2768 return 0;
2769
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2770 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2590 { 2771 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 2772 else
2594 { 2773 {
2595 /* Don't display messages for random maps. */ 2774 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2775 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2776 who->statusmsg (op->msg, NDI_NAVY);
2777
2598 enter_exit (op, tmp); 2778 who->enter_exit (op);
2599 } 2779 }
2780
2600 return 1; 2781 return 1;
2601 2782
2783 case INSCRIBABLE:
2784 who->statusmsg (op->msg);
2785 // maybe show a spell menu to chose from or something like that
2786 return 1;
2787
2602 case SIGN: 2788 case SIGN:
2603 apply_sign (op, tmp, 0); 2789 apply_sign (who, op, 0);
2604 return 1; 2790 return 1;
2605 2791
2606 case BOOK: 2792 case BOOK:
2607 if (op->type == PLAYER) 2793 if (who->type == PLAYER)
2608 { 2794 {
2609 apply_book (op, tmp); 2795 apply_book (who, op);
2610 return 1; 2796 return 1;
2611 } 2797 }
2612 else 2798 else
2799 return 0;
2800
2801 case SKILLSCROLL:
2802 if (who->type == PLAYER)
2613 { 2803 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp); 2804 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; 2805 return 1;
2661 } 2806 }
2662 else 2807 else
2808 return 0;
2809
2810 case SPELLBOOK:
2811 if (who->type == PLAYER)
2663 { 2812 {
2813 apply_spellbook (who, op);
2664 return 0; 2814 return 1;
2665 } 2815 }
2816 else
2817 return 0;
2818
2819 case SCROLL:
2820 apply_scroll (who, op, 0);
2821 return 1;
2822
2823 case POTION:
2824 apply_potion (who, op);
2825 return 1;
2826
2827 /* Eneq(@csd.uu.se): Handle apply on containers. */
2828 //TODO: remove, as it is unsed?
2829 case CLOSE_CON:
2830 apply_container (who, op->env);
2831 return 1;
2832
2833 case CONTAINER:
2834 apply_container (who, op);
2835 return 1;
2836
2837 case TREASURE:
2838 if (who->type == PLAYER)
2839 {
2840 apply_treasure (who, op);
2841 return 1;
2842 }
2843 else
2844 return 0;
2845
2846 case LAMP:
2847 case TORCH:
2848 player_apply_lamp (who, op);
2849 return 1;
2666 2850
2667 case WEAPON: 2851 case WEAPON:
2668 case ARMOUR: 2852 case ARMOUR:
2669 case BOOTS: 2853 case BOOTS:
2670 case GLOVES: 2854 case GLOVES:
2678 case WAND: 2862 case WAND:
2679 case ROD: 2863 case ROD:
2680 case HORN: 2864 case HORN:
2681 case SKILL: 2865 case SKILL:
2682 case BOW: 2866 case BOW:
2683 case LAMP:
2684 case BUILDER: 2867 case BUILDER:
2685 case SKILL_TOOL: 2868 case SKILL_TOOL:
2686 if (tmp->env != op) 2869 if (op->env != who)
2687 return 2; /* not in inventory */ 2870 return 2; /* not in inventory */
2871
2688 (void) apply_special (op, tmp, aflag); 2872 apply_special (who, op, aflag);
2689 return 1; 2873 return 1;
2690 2874
2691 case DRINK: 2875 case DRINK:
2692 case FOOD: 2876 case FOOD:
2693 case FLESH: 2877 case FLESH:
2694 apply_food (op, tmp); 2878 apply_food (who, op);
2695 return 1; 2879 return 1;
2696 2880
2697 case POISON: 2881 case POISON:
2698 apply_poison (op, tmp); 2882 apply_poison (who, op);
2699 return 1; 2883 return 1;
2700 2884
2701 case SAVEBED: 2885 case SAVEBED:
2886 return 1;
2887
2888 case ARMOUR_IMPROVER:
2702 if (op->type == PLAYER) 2889 if (who->type == PLAYER)
2703 { 2890 {
2704 apply_savebed (op); 2891 apply_armour_improver (who, op);
2705 return 1; 2892 return 1;
2706 } 2893 }
2707 else 2894 else
2895 return 0;
2896
2897 case WEAPON_IMPROVER:
2898 check_improve_weapon (who, op);
2899 return 1;
2900
2901 case CLOCK:
2902 if (who->type == PLAYER)
2708 { 2903 {
2709 return 0; 2904 char buf[MAX_BUF];
2905 timeofday_t tod;
2906
2907 get_tod (&tod);
2908 who->play_sound (sound_find ("sound_clock"));
2909 who->statusmsg (format (
2910 "It is %d minute%s past %d o'clock %s",
2911 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2912 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2710 } 2913 ));
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1; 2914 return 1;
2717 } 2915 }
2718 else 2916 else
2917 return 0;
2918
2919 case MENU:
2920 if (who->type == PLAYER)
2719 { 2921 {
2720 return 0; 2922 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; 2923 return 1;
2740 } 2924 }
2741 else 2925 else
2926 return 0;
2927
2928 case POWER_CRYSTAL:
2929 apply_power_crystal (who, op); /* see egoitem.c */
2930 return 1;
2931
2932 case LIGHTER: /* for lighting torches/lanterns/etc */
2933 if (who->type == PLAYER)
2742 { 2934 {
2743 return 0; 2935 apply_lighter (who, op);
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1; 2936 return 1;
2751 } 2937 }
2752 else 2938 else
2753 {
2754 return 0; 2939 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 2940
2772 case ITEM_TRANSFORMER: 2941 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp); 2942 apply_item_transformer (who, op);
2774 return 1; 2943 return 1;
2775 2944
2776 default: 2945 default:
2777 return 0; 2946 return 0;
2778 } 2947 }
2779} 2948}
2780
2781 2949
2782/* quiet suppresses the "don't know how to apply" and "you must get it first" 2950/* 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 2951 * messages as needed by player_apply_below(). But there can still be
2784 * "but you are floating high above the ground" messages. 2952 * "but you are floating high above the ground" messages.
2785 * 2953 *
2786 * Same return value as apply() function. 2954 * Same return value as apply() function.
2787 */ 2955 */
2788int 2956int
2789player_apply (object *pl, object *op, int aflag, int quiet) 2957player_apply (object *pl, object *op, int aflag, int quiet)
2790{ 2958{
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2959 if (!op->env && (pl->move_type & MOVE_FLYING))
2794 { 2960 {
2795 /* player is flying and applying object not in inventory */ 2961 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2962 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2963 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2964 pl->failmsg ("But you are floating high above the ground! "
2965 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2966 "or waiting till the levitation effect wears off.>");
2799 return 0; 2967 return 0;
2800 } 2968 }
2801 } 2969 }
2802 2970
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; 2971 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2972
2818 tmp = manual_apply (pl, op, aflag); 2973 int tmp = manual_apply (pl, op, aflag);
2974
2819 if (!quiet) 2975 if (!quiet)
2820 { 2976 {
2821 if (tmp == 0) 2977 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2978 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2823 else if (tmp == 2) 2979 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2980 pl->failmsg ("You must get it first!\n");
2825 } 2981 }
2982
2826 return tmp; 2983 return tmp;
2827} 2984}
2828 2985
2829/** 2986/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2987 * 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 2988 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2989 * we use the ground.
2833 */ 2990 */
2834
2835void 2991void
2836player_apply_below (object *pl) 2992player_apply_below (object *pl)
2837{ 2993{
2838 object *tmp, *next;
2839 int floors; 2994 int floors = 0;
2840 2995
2841 /* If using a container, set the starting item to be the top 2996 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2997 * 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 2998 * 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 2999 * 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 3000 * 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 3001 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 3002 * not return a proper value.
2851 */ 3003 */
2852 for (floors = 0; tmp != NULL; tmp = next) 3004 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2853 { 3005 {
2854 next = tmp->below; 3006 next = tmp->below;
3007
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3008 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++; 3009 floors++;
2857 else if (floors > 0) 3010 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */ 3011 return; /* process only floor objects after first floor object */
2859 3012
2861 * person moving on it, also activate. Added code to make it 3014 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which 3015 * so that at least one of players movement types be that which
2863 * the item needs. 3016 * the item needs.
2864 */ 3017 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3018 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 3019 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 3020 return;
2869 } 3021
2870 if (floors >= 2) 3022 if (floors >= 2)
2871 return; /* process at most two floor objects */ 3023 return; /* process at most two floor objects */
2872 } 3024 }
2873} 3025}
2874 3026
2879 * to keep the size of apply_special to a more managable size. 3031 * to keep the size of apply_special to a more managable size.
2880 */ 3032 */
2881static int 3033static int
2882unapply_special (object *who, object *op, int aflags) 3034unapply_special (object *who, object *op, int aflags)
2883{ 3035{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3036 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3037 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 3038 return RESULT_INT (0);
2886 3039
2887 object *tmp2;
2888
2889 CLEAR_FLAG (op, FLAG_APPLIED); 3040 CLEAR_FLAG (op, FLAG_APPLIED);
3041
2890 switch (op->type) 3042 switch (op->type)
2891 { 3043 {
3044 case SKILL_TOOL:
3045 // unapplying a skill tool should also unapply the skill it governs
3046 // but this is hard, as it shouldn't do so when the skill can
3047 // be used for other reasons
3048 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3049 if (tmp->skill == op->skill
3050 && tmp->type == SKILL
3051 && tmp->flag [FLAG_APPLIED]
3052 && !tmp->flag [FLAG_CAN_USE_SKILL])
3053 unapply_special (who, tmp, 0);
3054
3055 change_abil (who, op);
3056 break;
3057
2892 case WEAPON: 3058 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3059 if (player *pl = who->contr)
3060 if (op == pl->combat_ob)
3061 {
3062 pl->combat_ob = 0;
3063 who->change_weapon (pl->ranged_ob);
3064 }
2894 3065
3066 who->statusmsg (format ("You unwield %s.", query_name (op)));
3067
2895 (void) change_abil (who, op); 3068 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3069 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2898 clear_skill (who);
2899 break; 3070 break;
2900 3071
2901 case SKILL: /* allows objects to impart skills */
2902 case SKILL_TOOL: 3072 case SKILL:
2903 if (op != who->chosen_skill) 3073 if (who->contr)
2904 { 3074 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 3075 if (IS_COMBAT_SKILL (op->subtype))
3076 who->change_weapon (who->contr->combat_ob = 0);
3077 else if (IS_RANGED_SKILL (op->subtype))
3078 who->change_weapon (who->contr->ranged_ob = 0);
3079
3080 if (op->invisible)
3081 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3082 else
3083 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2906 } 3084 }
2907 if (who->type == PLAYER) 3085
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); 3086 change_abil (who, op);
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL); 3087 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 3088 break;
2924 3089
2925 case ARMOUR: 3090 case ARMOUR:
2926 case HELMET: 3091 case HELMET:
2930 case GLOVES: 3095 case GLOVES:
2931 case AMULET: 3096 case AMULET:
2932 case GIRDLE: 3097 case GIRDLE:
2933 case BRACERS: 3098 case BRACERS:
2934 case CLOAK: 3099 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3100 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 3101 change_abil (who, op);
2937 break; 3102 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 3103
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: 3104 case BOW:
2971 case WAND: 3105 case WAND:
2972 case ROD: 3106 case ROD:
2973 case HORN: 3107 case HORN:
2974 clear_skill (who); 3108 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 { 3109 {
2978 who->contr->shoottype = range_none; 3110 if (op == pl->ranged_ob)
3111 {
3112 pl->ranged_ob = 0;
3113 who->change_weapon (pl->combat_ob);
3114 }
3115
3116 who->statusmsg (format ("You unready %s.", query_name (op)));
2979 } 3117 }
2980 else 3118 else
2981 { 3119 {
3120 who->change_skill (0);
3121
2982 if (op->type == BOW) 3122 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW); 3123 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else 3124 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE); 3125 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 } 3126 }
3127
2987 break; 3128 break;
2988 3129
2989 case BUILDER: 3130 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3131 if (who->contr)
2991 who->contr->shoottype = range_none; 3132 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 who->contr->ranges[range_builder] = NULL;
2993 break; 3133 break;
2994 3134
2995 default: 3135 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3136 who->statusmsg (format ("You unapply %s.", query_name (op)));
2997 break; 3137 break;
2998 } 3138 }
2999 3139
3000 fix_player (who); 3140 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3001 3141 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); 3142 esrv_send_item (pl, op);
3016 } 3143
3017 } 3144 who->update_stats ();
3145
3018 return 0; 3146 return 0;
3019} 3147}
3020 3148
3021/** 3149/**
3022 * Returns the object that is using location 'loc'. 3150 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 3151 * 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 3152 * then go through the below of this. In this way, you can do
3025 * something like: 3153 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 3154 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3155 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 3156 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 3157 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 3158 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 3159 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 3160 * invisible other objects that use
3033 * up body locations can be used as restrictions. 3161 * up body locations can be used as restrictions.
3034 */ 3162 */
3035object * 3163static object *
3036get_item_from_body_location (object *start, int loc) 3164get_next_item_from_body_location (int loc, object *start)
3037{ 3165{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 3166 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3167 if (tmp->flag [FLAG_APPLIED]
3168 && tmp->slot[loc].info
3169 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp; 3170 return tmp;
3046 3171
3047 return NULL; 3172 return 0;
3048} 3173}
3049
3050
3051 3174
3052/** 3175/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 3176 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 3177 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 3178 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 3181 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 3182 * 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 3183 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 3184 * another function that does just that.
3062 */ 3185 */
3186
3187#define CANNOT_REMOVE_CURSED \
3188 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3189 "Praying over an altar, scrolls of remove curse/damnation, " \
3190 "priests or even other players might help.>"
3191
3063int 3192int
3064unapply_for_ob (object *who, object *op, int aflags) 3193unapply_for_ob (object *who, object *op, int aflags)
3065{ 3194{
3066 int i; 3195 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) 3196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3197 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))) 3198 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 3199 {
3080 if (aflags & AP_PRINT) 3200 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3201 who->failmsg (query_name (tmp));
3082 else 3202 else
3083 unapply_special (who, tmp, aflags); 3203 unapply_special (who, tmp, aflags);
3084 } 3204 }
3085 else 3205 else
3086 { 3206 {
3087 /* In this case, we want to try and remove a cursed item. 3207 /* 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 3208 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 3209 * at least generate the message.
3090 */ 3210 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3211 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; 3212 return 1;
3093 }
3094
3095 } 3213 }
3096 }
3097 }
3098 3214
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3215 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 3216 {
3101 /* this used up a slot that we need to free */ 3217 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 3218 if (op->slot[i].info)
3103 { 3219 {
3104 last = who->inv; 3220 object *last = who->inv;
3105 3221
3106 /* We do a while loop - may need to remove several items in order 3222 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 3223 * to free up enough slots.
3108 */ 3224 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 3225 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 3226 {
3111 tmp = get_item_from_body_location (last, i); 3227 object *tmp = get_next_item_from_body_location (i, last);
3228
3112 if (!tmp) 3229 if (!tmp)
3113 { 3230 {
3114#if 0 3231#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 3232 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 3233 * equipped.
3117 */ 3234 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3235 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 3236#endif
3120 return 1; 3237 return 1;
3121 } 3238 }
3239
3122 /* If we are just printing, we don't care about cursed status */ 3240 /* 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)))) 3241 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 3242 {
3125 if (aflags & AP_PRINT) 3243 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3244 who->failmsg (query_name (tmp));
3127 else 3245 else
3128 unapply_special (who, tmp, aflags); 3246 unapply_special (who, tmp, aflags);
3129 } 3247 }
3130 else 3248 else
3131 { 3249 {
3132 /* Cursed item that we can't unequip - tell the player. 3250 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 3251 * 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 3252 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 3253 * one cursed ring.)
3136 */ 3254 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3255 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3138 } 3256 }
3257
3139 last = tmp->below; 3258 last = tmp->below;
3140 } 3259 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3260 /* 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. 3261 * return in the !tmp would have kicked in.
3143 */ 3262 */
3144 } /* if op is using this body location */ 3263 } /* if op is using this body location */
3145 } /* for body lcoations */ 3264 } /* for body lcoations */
3265
3146 return 0; 3266 return 0;
3147} 3267}
3148 3268
3149/** 3269/**
3150 * Checks to see if 'who' can apply object 'op'. 3270 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 3271 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 3272 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 3273 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3274 * 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?) 3275 * is set, do we really care what the other flags may be?)
3156 * 3276 *
3157 * See include/define.h for detailed description of the meaning of 3277 * See include/define.h for detailed description of the meaning of
3158 * these return values. 3278 * these return values.
3159 */ 3279 */
3160int 3280int
3161can_apply_object (object *who, object *op) 3281can_apply_object (object *who, object *op)
3162{ 3282{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3283 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 3284 return RESULT_INT (0);
3165 3285
3166 int i, retval = 0; 3286 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 3287 object *tmp = 0, *ws = 0;
3168 3288
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3289 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 { 3290 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3291 if (op->slot[i].info)
3177 { 3292 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3293 /* Item uses more slots than we have */
3294 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 3295 {
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' 3296 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 3297 * really needed.
3196 */ 3298 */
3197 retval |= CAN_APPLY_NEVER; 3299 retval |= CAN_APPLY_NEVER;
3198 } 3300 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 3301 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 3302 {
3201 /* in this case, equipping this would use more free spots than 3303 /* in this case, equipping this would use more free spots than
3202 * we have. 3304 * we have.
3203 */ 3305 */
3204 object *tmp1;
3205
3206 3306
3207 /* if we have an applied weapon/shield, and unapply it would free 3307 /* 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 3308 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3309 * 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 3310 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3311 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3312 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3313 * may be two handed for example.
3214 */ 3314 */
3215 if (ws) 3315 if (ws)
3216 { 3316 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 { 3317 {
3219 retval |= CAN_APPLY_UNAPPLY; 3318 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3319 continue;
3221 } 3320 }
3222 }
3223 3321
3224 tmp1 = get_item_from_body_location (who->inv, i); 3322 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3323 if (!tmp1)
3226 { 3324 {
3227#if 0 3325#if 0
3228 /* This is sort of an error, but happens a lot when old players 3326 /* 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. 3327 * join in with more stuff equipped than they are now allowed.
3237 /* need to unapply something. However, if this something 3335 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3336 * is different than we had found before, it means they need
3239 * to apply multiple objects 3337 * to apply multiple objects
3240 */ 3338 */
3241 retval |= CAN_APPLY_UNAPPLY; 3339 retval |= CAN_APPLY_UNAPPLY;
3340
3242 if (!tmp) 3341 if (!tmp)
3243 tmp = tmp1; 3342 tmp = tmp1;
3244 else if (tmp != tmp1) 3343 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3344 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3345
3248 /* This object isn't using up all the slots, so there must 3346 /* 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 3347 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3348 * the slots, the player then has a choice.
3251 */ 3349 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3350 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3351 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3352 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3353
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3354 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3355 * equipped? If not, there must be something else to unapply.
3257 */ 3356 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3357 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3358 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3359 }
3262 } /* if not enough free slots */ 3360 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3361 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3362 } /* for i -> num_body_locations loop */
3265 3363
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3368 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3369 * all use the same location.
3272 */ 3370 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3371 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3372 retval |= CAN_APPLY_RESTRICTION;
3373
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3374 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3375 retval |= CAN_APPLY_RESTRICTION;
3277 3376
3278
3279 if (who->type != PLAYER) 3377 if (who->type != PLAYER)
3280 { 3378 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3379 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3380 retval |= CAN_APPLY_RESTRICTION;
3381
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3382 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3383 retval |= CAN_APPLY_RESTRICTION;
3384
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3385 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3386 retval |= CAN_APPLY_RESTRICTION;
3387
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3388 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3389 retval |= CAN_APPLY_RESTRICTION;
3289 } 3390 }
3391
3290 return retval; 3392 return retval;
3291} 3393}
3292
3293
3294 3394
3295/** 3395/**
3296 * who is the object using the object. It can be a monster. 3396 * 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, 3397 * 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 3398 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3407 * AP_UNAPPLY=always unapply).
3308 * 3408 *
3309 * Optional flags: 3409 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3410 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3411 * AP_IGNORE_CURSE: unapply cursed items
3412 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3413 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3414 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3415 *
3315 * apply_special() doesn't check for unpaid items. 3416 * apply_special() doesn't check for unpaid items.
3316 */ 3417 */
3418
3419#define LACK_ITEM_POWER \
3420 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3421
3317int 3422int
3318apply_special (object *who, object *op, int aflags) 3423apply_special (object *who, object *op, int aflags)
3319{ 3424{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3425 int basic_flag = aflags & AP_BASIC_FLAGS;
3321 object *tmp, *tmp2, *skop = NULL; 3426 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3427
3324 if (who == NULL) 3428 if (who == NULL)
3325 { 3429 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3430 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3431 return 1;
3337 if (basic_flag == AP_APPLY) 3441 if (basic_flag == AP_APPLY)
3338 return 0; 3442 return 0;
3339 3443
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3444 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3445 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3446 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3343 return 1; 3447 return 1;
3344 } 3448 }
3449
3345 return unapply_special (who, op, aflags); 3450 return unapply_special (who, op, aflags);
3346 } 3451 }
3347
3348 if (basic_flag == AP_UNAPPLY) 3452 else if (basic_flag == AP_UNAPPLY)
3349 return 0; 3453 return 0;
3350 3454
3351 i = can_apply_object (who, op); 3455 // if the item is combat/ranged, wield the relevant slot first
3456 // to resolve conflicts.
3457 if (player *pl = who->contr)
3458 switch (op->slottype ())
3459 {
3460 case slot_combat: who->change_weapon (pl->combat_ob); break;
3461 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3462 }
3463
3464 splay (op);
3352 3465
3353 /* Can't just apply this object. Lets see what not and what to do */ 3466 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3467 if (int i = can_apply_object (who, op))
3355 { 3468 {
3356 if (i & CAN_APPLY_NEVER) 3469 if (i & CAN_APPLY_NEVER)
3357 { 3470 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3471 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; 3472 return 1;
3360 } 3473 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3474 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3475 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3476 who->failmsg (format (
3477 "You have a prohibition against using a %s. "
3478 "H<Your belief, profession or class prevents you from applying this item.>",
3479 query_name (op)
3480 ));
3364 return 1; 3481 return 1;
3365 } 3482 }
3483
3366 if (who->type != PLAYER) 3484 if (who->type != PLAYER)
3367 { 3485 {
3368 /* Some error, so don't try to equip something more */ 3486 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3487 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3488 return 1;
3371 } 3489 }
3372 else 3490 else
3373 { 3491 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3492 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3493 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3494 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3495 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3496 return 1;
3379 } 3497 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3498 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3499 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3500 return 1;
3385 } 3501 }
3386 }
3387 } 3502 }
3503
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3504 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3505 {
3390 skop = find_skill_by_name (who, op->skill); 3506 skop = find_skill_by_name (who, op->skill);
3507
3391 if (!skop) 3508 if (!skop)
3392 { 3509 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3510 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3394 return 1; 3511 return 1;
3395 } 3512 }
3396 else 3513 else
3397 {
3398 /* While experience will be credited properly, we want to change the 3514 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated 3515 * skill so that the dam and wc get updated
3400 */ 3516 */
3401 change_skill (who, skop, 0); 3517 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 { 3518 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3519
3520 if (!check_item_power (who, op->item_power))
3521 {
3522 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3523 return 1;
3409 } 3524 }
3410
3411 3525
3412 /* Ok. We are now at the state where we can apply the new object. 3526 /* 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_... 3527 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3528 * below - that is already taken care of by can_apply_object.
3415 */ 3529 */
3416 3530 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 3531
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3532 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3533 return RESULT_INT (0);
3425 3534
3426 switch (op->type) 3535 switch (op->type)
3427 { 3536 {
3428 case WEAPON: 3537 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3538 //TODO: this obviously fails for players using a shorter prefix
3430 { 3539 // 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."); 3540 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 { 3541 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3542 /* 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) */ 3543 /* (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."); 3544 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3545
3442 if (tmp != NULL) 3546 if (tmp)
3443 (void) insert_ob_in_ob (tmp, who); 3547 insert_ob_in_ob (tmp, who);
3548
3444 return 1; 3549 return 1;
3445 } 3550 }
3551
3552 if (!skop)
3553 {
3554 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3555 return 1;
3556 }
3557
3446 SET_FLAG (op, FLAG_APPLIED); 3558 SET_FLAG (op, FLAG_APPLIED);
3447
3448 if (skop)
3449 change_skill (who, skop, 1); 3559 who->change_skill (skop);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3560
3561 if (who->contr)
3562 who->change_weapon (who->contr->combat_ob = op);
3563
3564 who->statusmsg (format ("You wield %s.", query_name (op)));
3565
3451 SET_FLAG (who, FLAG_READY_WEAPON); 3566 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); 3567 change_abil (who, op);
3456 break; 3568 break;
3457 3569
3458 case ARMOUR: 3570 case ARMOUR:
3459 case HELMET: 3571 case HELMET:
3460 case SHIELD: 3572 case SHIELD:
3464 case BRACERS: 3576 case BRACERS:
3465 case CLOAK: 3577 case CLOAK:
3466 case RING: 3578 case RING:
3467 case AMULET: 3579 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3580 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3581 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 3582 change_abil (who, op);
3471 break; 3583 break;
3472 case LAMP: 3584
3473 if (op->stats.food < 1) 3585 case SKILL_TOOL:
3586 // applying a skill tool also readies the skill
3587 SET_FLAG (op, FLAG_APPLIED);
3588
3589 if (!(aflags & AP_NO_READY))
3474 { 3590 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3591 skop = find_skill_by_name (who, op->skill);
3592 if (!skop->flag [FLAG_APPLIED])
3593 apply_special (who, skop, AP_APPLY);
3594 }
3595 break;
3596
3597 case SKILL:
3598 if (player *pl = who->contr)
3599 {
3600 if (IS_COMBAT_SKILL (op->subtype))
3601 {
3602 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3603 {
3604 for (object *item = who->inv; item; item = item->below)
3605 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3606 {
3607 if (item->skill == op->skill)
3608 {
3609 who->change_weapon (pl->combat_ob = item);
3610 goto found_weapon;
3611 }
3612 }
3613
3614 who->failmsg (format (
3615 "You need to apply a '%s' melee weapon before readying this skill. "
3616 "H<Some skills need an item, in this case a melee weapon, to function.>",
3617 &op->skill
3618 ));
3619 return 1;
3620
3621 found_weapon:;
3622 }
3623 else
3624 who->change_weapon (pl->combat_ob = op);
3625 }
3626 else if (IS_RANGED_SKILL (op->subtype))
3627 {
3628 if (skill_flags [op->subtype] & SF_NEED_BOW)
3629 {
3630 for (object *item = who->inv; item; item = item->below)
3631 if (item->type == BOW && item->flag [FLAG_APPLIED])
3632 {
3633 //TODO: bows should/must all have skill missile weapon right now
3634 who->change_weapon (pl->ranged_ob = item);
3635 goto found_bow;
3636 }
3637
3638 who->failmsg (
3639 "You need to apply a missile weapon before readying this skill. "
3640 "H<Some skills need an item, in this case a missile weapon, to function.>"
3641 );
3642 return 1;
3643
3644 found_bow:;
3645 }
3646 else
3647 who->change_weapon (pl->ranged_ob = op);
3648 }
3649
3650 if (!op->invisible)
3651 {
3652 who->statusmsg (format (
3653 "You ready %s."
3654 "You can now use the skill: %s.",
3655 query_name (op),
3656 &op->skill
3657 ));
3658 }
3659 else
3660 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3661 }
3662 else
3663 {
3664 SET_FLAG (op, FLAG_APPLIED);
3665 change_abil (who, op);
3666 who->chosen_skill = op;
3667 SET_FLAG (who, FLAG_READY_SKILL);
3668 }
3669
3670 break;
3671
3672 case BOW:
3673 if (op->level && !op->name.starts_with (who->name))
3674 {
3675 who->failmsg ("The weapon does not recognize you as its owner. "
3676 "H<Its name indicates that it belongs to somebody else.>");
3677 if (tmp)
3678 insert_ob_in_ob (tmp, who);
3679
3476 return 1; 3680 return 1;
3477 } 3681 }
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 3682
3486 /* Remove the old lantern */ 3683 /*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: 3684 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: 3685 case ROD:
3559 case HORN: 3686 case HORN:
3560 /* check for skill, alter player status */ 3687 /* check for skill, alter player status */
3688
3689 if (!skop)
3690 {
3691 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3692 return 1;
3693 }
3694
3561 SET_FLAG (op, FLAG_APPLIED); 3695 SET_FLAG (op, FLAG_APPLIED);
3562 if (skop)
3563 change_skill (who, skop, 0); 3696 who->change_skill (skop);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565 3697
3566 if (who->type == PLAYER) 3698 if (who->contr)
3567 { 3699 {
3700 who->contr->ranged_ob = op;
3701
3702 who->statusmsg (format ("You ready %s.", query_name (op)));
3703
3568 if (op->type == BOW) 3704 if (op->type == BOW)
3569 { 3705 {
3706 who->current_weapon = op;
3570 (void) change_abil (who, op); 3707 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)); 3708 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 } 3709 }
3579 } 3710 }
3580 else 3711 else
3581 { 3712 {
3582 if (op->type == BOW) 3713 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3714 SET_FLAG (who, FLAG_READY_BOW);
3584 else 3715 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3716 SET_FLAG (who, FLAG_READY_RANGE);
3586 } 3717 }
3718
3587 break; 3719 break;
3588 3720
3589 case BUILDER: 3721 case BUILDER:
3590 if (who->contr->ranges[range_builder]) 3722 if (who->type == PLAYER)
3723 {
3724 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3725 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3591 unapply_special (who, who->contr->ranges[range_builder], 0); 3726 unapply_special (who, who->contr->ranged_ob, 0);
3592 who->contr->shoottype = range_builder; 3727
3728 who->statusmsg (format ("You ready your %s.", query_name (op)));
3729
3593 who->contr->ranges[range_builder] = op; 3730 who->contr->ranged_ob = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3731 }
3595 break; 3732 break;
3596 3733
3597 default: 3734 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3735 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 3736 }
3600 3737
3601 SET_FLAG (op, FLAG_APPLIED); 3738 SET_FLAG (op, FLAG_APPLIED);
3602 3739
3603 if (tmp != NULL) 3740 if (tmp)
3604 tmp = insert_ob_in_ob (tmp, who); 3741 who->insert (tmp);
3605 3742
3606 fix_player (who); 3743 who->update_stats ();
3607 3744
3608 /* We exclude spell casting objects. The fire code will set the 3745 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3746 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3747 * you don't know anything about them.
3611 */ 3748 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3749 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3750 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3751
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3752 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3753 if (who->type == PLAYER)
3618 { 3754 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3755 who->failmsg (
3756 "Oops, it feels deadly cold! "
3757 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3758 );
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3759 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3760 }
3622 } 3761
3623 if (who->type == PLAYER) 3762 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); 3763 esrv_send_item (pl, op);
3629 } 3764
3630 return 0; 3765 return 0;
3631} 3766}
3632
3633 3767
3634int 3768int
3635monster_apply_special (object *who, object *op, int aflags) 3769monster_apply_special (object *who, object *op, int aflags)
3636{ 3770{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3771 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1; 3772 return 1;
3773
3639 return apply_special (who, op, aflags); 3774 return apply_special (who, op, aflags);
3640} 3775}
3641 3776
3642/** 3777/**
3643 * Map was just loaded, handle op's initialisation. 3778 * Map was just loaded, handle op's initialisation.
3648auto_apply (object *op) 3783auto_apply (object *op)
3649{ 3784{
3650 object *tmp = NULL, *tmp2; 3785 object *tmp = NULL, *tmp2;
3651 int i; 3786 int i;
3652 3787
3788 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3789
3653 switch (op->type) 3790 switch (op->type)
3654 { 3791 {
3655 case SHOP_FLOOR: 3792 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3793 if (!op->has_random_items ())
3657 return 0; 3794 return 0;
3658 3795
3659 do 3796 do
3660 { 3797 {
3661 i = 10; /* let's give it 10 tries */ 3798 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems, 3799 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3800 op->stats.exp
3801 ? (int) op->stats.exp
3802 : max (op->map->difficulty, 5)))
3803 == NULL && --i);
3804
3664 if (tmp == NULL) 3805 if (tmp == NULL)
3665 return 0; 3806 return 0;
3807
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3808 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 { 3809 {
3668 tmp->destroy (); 3810 tmp->destroy ();
3669 tmp = NULL; 3811 tmp = NULL;
3670 } 3812 }
3673 3815
3674 tmp->x = op->x; 3816 tmp->x = op->x;
3675 tmp->y = op->y; 3817 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID); 3818 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0); 3819 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp); 3820 identify (tmp);
3680 break; 3821 break;
3681 3822
3682 case TREASURE: 3823 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3824 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3825 return 0;
3685 3826
3686 while ((op->stats.hp--) > 0) 3827 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3828 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); 3829 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3830
3690 /* If we generated an object and put it in this object inventory, 3831 /* 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 3832 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff 3833 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects. 3834 * that is put inside other objects.
3694 */ 3835 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 {
3697 tmp2 = tmp->below;
3698 tmp->remove ();
3699
3700 if (op->env) 3836 if (op->env)
3701 insert_ob_in_ob (tmp, op->env); 3837 while (op->inv)
3702 else 3838 op->env->insert (op->inv);
3703 tmp->destroy ();
3704 }
3705 3839
3706 op->destroy (); 3840 op->destroy ();
3707 break; 3841 break;
3708 } 3842 }
3709 return tmp ? 1 : 0;
3710}
3711 3843
3844 return !!tmp;
3845}
3846
3712/** 3847/**
3713 * fix_auto_apply goes through the entire map (only the first time 3848 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3849 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3850 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3851 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3852 */
3718void 3853void
3719fix_auto_apply (maptile *m) 3854maptile::fix_auto_apply ()
3720{ 3855{
3721 object *tmp, *above = NULL; 3856 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3857 return;
3726 3858
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3859 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3860 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3861 {
3731 above = tmp->above; 3862 object *above = tmp->above;
3732 3863
3733 if (tmp->inv) 3864 if (tmp->inv)
3734 { 3865 {
3735 object *invtmp, *invnext; 3866 object *invtmp, *invnext;
3736 3867
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3868 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3869 {
3739 invnext = invtmp->below; 3870 invnext = invtmp->below;
3740 3871
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3872 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3873 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3874 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3875 {
3745 while ((invtmp->stats.hp--) > 0) 3876 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); 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3878
3879 invtmp->randomitems = NULL;
3880 }
3881 else if (invtmp && invtmp->arch
3882 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3883 {
3884 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3885 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3886 * treasure again for this object
3756 */ 3887 */
3757 invtmp->randomitems = NULL; 3888 invtmp->randomitems = NULL;
3758 } 3889 }
3759 } 3890 }
3760 /* This is really temporary - the code at the bottom will 3891 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3892 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3893 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3894 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3895 * MSW 2004-05-13
3765 * 3896 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3897 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3898 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3899 * Ryo 2004-08-16
3769 */ 3900 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3901 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) 3902 || 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; 3903 tmp->randomitems = NULL;
3904
3783 } 3905 }
3906
3907 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3908 auto_apply (tmp);
3909 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3910 {
3911 while ((tmp->stats.hp--) > 0)
3912 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3913 tmp->randomitems = NULL;
3914 }
3784 else if (tmp->type == TIMED_GATE) 3915 else if (tmp->type == TIMED_GATE)
3785 { 3916 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3917 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3918
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3919 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3920 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3921 }
3794 /* This function can be called everytime a map is loaded, even when 3922 /* 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 3923 * 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 3924 * 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. 3925 * 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 3926 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3927 * which say how many times to make the treasure.
3800 */ 3928 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3929 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3930 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3931 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3932 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3933 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3934 tmp->randomitems = NULL;
3807 } 3935 }
3936
3937 // close all containers
3938 else if (tmp->type == CONTAINER)
3939 tmp->flag [FLAG_APPLIED] = 0;
3940
3941 tmp = above;
3808 } 3942 }
3809 3943
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3944 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3945 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)) 3946 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3947 check_trigger (tmp, tmp->above, tmp->above);
3815} 3948}
3816 3949
3817/** 3950/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3951 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3952 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3953 * 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. 3954 * the food changes, just grab a force and use that instead.
3822 */ 3955 */
3823
3824void 3956void
3825eat_special_food (object *who, object *food) 3957eat_special_food (object *who, object *food)
3826{ 3958{
3827 object *force; 3959 object *force;
3828 int i, did_one = 0; 3960 int i, did_one = 0;
3829 sint8 k;
3830 3961
3831 force = get_archetype (FORCE_NAME); 3962 char buf[64];
3963 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3964 shstr key (buf);
3832 3965
3833 for (i = 0; i < NUM_STATS; i++)
3834 {
3835 k = get_attr_value (&food->stats, i);
3836 if (k)
3837 {
3838 set_attr_value (&force->stats, i, k);
3839 did_one = 1;
3840 }
3841 }
3842
3843 /* check if we can protect the eater */
3844 for (i = 0; i < NROFATTACKS; i++)
3845 {
3846 if (food->resist[i] > 0)
3847 {
3848 force->resist[i] = food->resist[i] / 2;
3849 did_one = 1;
3850 }
3851 }
3852 if (did_one)
3853 {
3854 force->speed = 0.1;
3855 update_ob_speed (force);
3856 /* bigger morsel of food = longer effect time */ 3966 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3967 int duration = TIME2TICK (food->stats.food);
3858 SET_FLAG (force, FLAG_IS_USED_UP); 3968
3859 SET_FLAG (force, FLAG_APPLIED); 3969 if (force = who->force_find (key))
3860 change_abil (who, force); 3970 {
3861 insert_ob_in_ob (force, who); 3971 if (duration > abs (force->speed_left / force->speed))
3972 {
3973 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3974 force->force_set_timer (duration);
3975 }
3976 else
3977 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3978
3979 return;
3862 } 3980 }
3863 else 3981 else
3982 {
3983 force = who->force_add (key, duration);
3984 force->name = key;
3985
3986 /* check if the food affects a stat */
3987 for (i = 0; i < NUM_STATS; i++)
3988 if (sint8 k = food->stats.stat (i))
3989 {
3990 force->stats.stat (i) = k;
3991 did_one = 1;
3992 }
3993
3994 /* check if we can protect the eater */
3995 for (i = 0; i < NROFATTACKS; i++)
3996 {
3997 if (food->resist[i] > 0)
3998 {
3999 force->resist[i] = food->resist[i];
4000 did_one = 1;
4001 }
4002 }
4003
4004 if (did_one)
4005 {
4006 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4007
4008 /* make the force take effect and report effects to user */
4009 change_abil (who, force);
4010 }
4011 else
3864 force->destroy (); 4012 force->destroy ();
4013 }
3865 4014
3866 /* check for hp, sp change */ 4015 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 4016 if (food->stats.hp != 0)
3868 { 4017 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 4018 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 4019 {
3871 strcpy (who->contr->killer, food->name); 4020 who->contr->killer = food;
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4021 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
3874 } 4023 }
3875 else 4024 else
3876 { 4025 {
3877 if (food->stats.hp > 0) 4026 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4027 who->statusmsg ("You begin to feel better.");
3879 else 4028 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4029 who->failmsg ("Eck!...that was poisonous!");
4030
3881 who->stats.hp += food->stats.hp; 4031 who->stats.hp += food->stats.hp;
3882 } 4032 }
3883 } 4033 }
4034
3884 if (food->stats.sp != 0) 4035 if (food->stats.sp != 0)
3885 { 4036 {
3886 if (QUERY_FLAG (food, FLAG_CURSED)) 4037 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 4038 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4039 who->failmsg ("You are drained of mana!");
3889 who->stats.sp -= food->stats.sp; 4040 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0) 4041 if (who->stats.sp < 0)
3891 who->stats.sp = 0; 4042 who->stats.sp = 0;
3892 } 4043 }
3893 else 4044 else
3894 { 4045 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4046 who->statusmsg ("You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 4047 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 4048 /* place limit on max sp from food? */
3898 } 4049 }
3899 } 4050 }
3900 fix_player (who);
3901}
3902 4051
3903 4052 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}
3976
3977/**
3978 * op made some mistake with a scroll, this takes care of punishment.
3979 * scroll_failure()- hacked directly from spell_failure
3980 */
3981void
3982scroll_failure (object *op, int failure, int power)
3983{
3984 if (abs (failure / 4) > power)
3985 power = abs (failure / 4); /* set minimum effect */
3986
3987 if (failure <= -1 && failure > -15)
3988 { /* wonder */
3989 object *tmp;
3990
3991 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3992 tmp = get_archetype (SPELL_WONDER);
3993 cast_wonder (op, op, 0, tmp);
3994 tmp->destroy ();
3995 }
3996 else if (failure <= -15 && failure > -35)
3997 { /* drain mana */
3998 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3999 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4000 if (op->stats.sp < 0)
4001 op->stats.sp = 0;
4002 }
4003 else if (settings.spell_failure_effects == TRUE)
4004 {
4005 if (failure <= -35 && failure > -60)
4006 { /* confusion */
4007 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4008 confuse_player (op, op, power);
4009 }
4010 else if (failure <= -60 && failure > -70)
4011 { /* paralysis */
4012 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4013 paralyze_player (op, op, power);
4014 }
4015 else if (failure <= -70 && failure > -80)
4016 { /* blind */
4017 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4018 blind_player (op, op, power);
4019 }
4020 else if (failure <= -80)
4021 { /* blast the immediate area */
4022 object *tmp;
4023
4024 tmp = get_archetype (LOOSE_MANA);
4025 cast_magic_storm (op, tmp, power);
4026 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4027 tmp->destroy ();
4028 }
4029 }
4030} 4053}
4031 4054
4032void 4055void
4033apply_changes_to_player (object *pl, object *change) 4056apply_changes_to_player (object *pl, object *change)
4034{ 4057{
4051 */ 4074 */
4052 int i, j; 4075 int i, j;
4053 4076
4054 for (i = 0; i < NUM_STATS; i++) 4077 for (i = 0; i < NUM_STATS; i++)
4055 { 4078 {
4056 sint8 stat = get_attr_value (stats, i); 4079 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4080 sint8 stat = stats->stat (i) + ns->stat (i);
4058 4081
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 4082 if (stat > 20 + race_bonus)
4061 { 4083 {
4062 excess_stat++; 4084 excess_stat++;
4063 stat = 20 + race_bonus; 4085 stat = 20 + race_bonus;
4064 } 4086 }
4065 set_attr_value (stats, i, stat); 4087
4088 stats->stat (i) = stat;
4066 } 4089 }
4067 4090
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 4091 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 4092 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 4093 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 4094
4074 if (i == CHA) 4095 if (i == CHA)
4075 continue; /* exclude cha from this */ 4096 continue; /* exclude cha from this */
4097
4098 int stat = stats->stat (i);
4099 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 4100 if (stat < 20 + race_bonus)
4077 { 4101 {
4078 change_attr_value (stats, i, 1); 4102 change_attr_value (stats, i, 1);
4079 excess_stat--; 4103 excess_stat--;
4080 } 4104 }
4081 } 4105 }
4082 4106
4083 /* insert the randomitems from the change's treasurelist into 4107 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 4108 * the player ref: player.c
4085 */ 4109 */
4086 if (change->randomitems != NULL) 4110 if (change->randomitems)
4087 give_initial_items (pl, change->randomitems); 4111 give_initial_items (pl, change->randomitems);
4088
4089 4112
4090 /* set up the face, for some races. */ 4113 /* set up the face, for some races. */
4091 4114
4092 /* first, look for the force object banning 4115 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 4116 * changing the face. Certain races never change face with class.
4094 */ 4117 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below) 4118 for (walk = pl->inv; walk; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4119 if (walk->name == shstr_NOCLASSFACECHANGE)
4097 flag_change_face = 0; 4120 flag_change_face = 0;
4098 4121
4099 if (flag_change_face) 4122 if (flag_change_face)
4100 { 4123 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face; 4124 pl->face = change->face;
4103 4125 pl->animation_id = change->animation_id;
4104 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4126 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
4108 } 4127 }
4109 4128
4110 /* check the special case of can't use weapons */ 4129 /* check the special case of can't use weapons */
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4130 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112 if (!strcmp (change->name, "monk")) 4131 if (change->name == shstr_monk)
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4132 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 4133
4115 break; 4134 break;
4116 } 4135 }
4117 } 4136 }
4118} 4137}
4119 4138
4120/**
4121 * This handles items of type 'transformer'.
4122 * Basically those items, used with a marked item, transform both items into something
4123 * else.
4124 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4125 * Change information is contained in the 'slaying' field of the marked item.
4126 * The format is as follow: transformer:[number ]yield[;transformer:...].
4127 * This way an item can be transformed in many things, and/or many objects.
4128 * The 'slaying' field for transformer is used as verb for the action.
4129 */
4130void
4131apply_item_transformer (object *pl, object *transformer)
4132{
4133 object *marked;
4134 object *new_item;
4135 char *find;
4136 char *separator;
4137 int yield;
4138 char got[MAX_BUF];
4139 int len;
4140
4141 if (!pl || !transformer)
4142 return;
4143 marked = find_marked_object (pl);
4144 if (!marked)
4145 {
4146 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4147 return;
4148 }
4149 if (!marked->slaying)
4150 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4152 return;
4153 }
4154 /* check whether they are compatible or not */
4155 find = strstr (marked->slaying, transformer->arch->name);
4156 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4157 {
4158 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4159 return;
4160 }
4161 find += strlen (transformer->arch->name) + 1;
4162 /* Item can be used, now find how many and what it yields */
4163 if (isdigit (*(find)))
4164 {
4165 yield = atoi (find);
4166 if (yield < 1)
4167 {
4168 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4169 yield = 1;
4170 }
4171 }
4172 else
4173 yield = 1;
4174
4175 while (isdigit (*find))
4176 find++;
4177 while (*find == ' ')
4178 find++;
4179 memset (got, 0, MAX_BUF);
4180 if ((separator = strchr (find, ';')) != NULL)
4181 {
4182 len = separator - find;
4183 }
4184 else
4185 {
4186 len = strlen (find);
4187 }
4188 if (len > MAX_BUF - 1)
4189 len = MAX_BUF - 1;
4190 strcpy (got, find);
4191 got[len] = '\0';
4192
4193 /* Now create new item, remove used ones when required. */
4194 new_item = get_archetype (got);
4195 if (!new_item)
4196 {
4197 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4198 return;
4199 }
4200
4201 new_item->nrof = yield;
4202 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4203 insert_ob_in_ob (new_item, pl);
4204 esrv_send_inventory (pl, pl);
4205 /* Eat up one item */
4206 decrease_ob_nr (marked, 1);
4207 /* Eat one transformer if needed */
4208 if (transformer->stats.food)
4209 if (--transformer->stats.food == 0)
4210 decrease_ob_nr (transformer, 1);
4211}

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