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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 1.238 by root, Sun Apr 4 04:10:47 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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/* Want this regardless of rplay. */
35#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 34
40/** 35/**
41 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 38 */
56 * subtype 5: arch or race 51 * subtype 5: arch or race
57 * subtype 7: all three 52 * subtype 7: all three
58 */ 53 */
59 if (op->subtype) 54 if (op->subtype)
60 { 55 {
61 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
64 } 59 }
65 else 60 else
66 { 61 {
67 arch_flag = 1; 62 arch_flag = 1;
68 name_flag = 1; 63 name_flag = 1;
69 race_flag = 1; 64 race_flag = 1;
70 } 65 }
66
71 /* If the director has race set, only affect objects with a arch, 67 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 68 * name or race that matches.
73 */ 69 */
74 if ((op->race) && 70 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 73 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 74 return 1;
80 } 75
81 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 77 * of arch, name, or race match.
83 */ 78 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 79 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))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 81 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 82 return 1;
89 } 83
90 return 0; 84 return 0;
91} 85}
92 86
93/** 87/**
94 * This handles a player dropping money on an altar to identify stuff. 88 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
97 */ 91 */
98static int 92static int
99apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
100{ 94{
101 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 96
104 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
105 return 0; 98 return 0;
106 99
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
109 */ 102 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 104 return 0;
112 105
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
116 */ 108 */
109 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 111 {
119 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
120 { 113 {
121 identify (marked); 114 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 117 if (marked->msg)
124 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
127 } 121 }
128 return money == NULL;
129 } 122 }
130 }
131 123
132 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
133 { 125 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 127 {
136 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
137 { 129 {
138 identify (id); 130 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 133 if (id->msg)
141 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
148 break; 138 break;
149 } 139 }
150 else 140 else
151 { 141 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 143 break;
154 } 144 }
155 } 145 }
156 } 146 }
157 if (!success) 147
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
159 return money == NULL; 153 return !money;
160} 154}
161 155
162/** 156/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 158 * matching item.
165 **/ 159 **/
166static void 160void
167handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
168{ 162{
169 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 164 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} 165}
190 166
191/** 167/**
192 * Handles applying a potion. 168 * Handles applying a potion.
193 */ 169 */
194int 170int
195apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
196{ 172{
197 int got_one = 0, i; 173 int got_one = 0, i;
198 object *force = 0, *floor = 0; 174 object *force = 0;
199 175
200 floor = get_map_ob (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
201 177
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 179 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 183 return 0;
208 } 184 }
209 185
210 if (op->type == PLAYER) 186 if (op->type == PLAYER)
219 object *depl; 195 object *depl;
220 archetype *at; 196 archetype *at;
221 197
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 199 {
224 drain_stat (op); 200 op->drain_stat ();
225 fix_player (op); 201 op->update_stats ();
226 decrease_ob (tmp); 202 tmp->decrease ();
227 return 1; 203 return 1;
228 } 204 }
229 205
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 206 if (!(at = archetype::find (shstr_depletion)))
231 { 207 {
232 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 209 return 0;
234 } 210 }
211
235 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
236 213
237 if (depl != NULL) 214 if (depl)
238 { 215 {
239 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
242 219
243 depl->destroy (); 220 depl->destroy ();
244 fix_player (op); 221 op->update_stats ();
245 } 222 }
246 else 223 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
248 225
249 decrease_ob (tmp); 226 tmp->decrease ();
250 return 1; 227 return 1;
251 } 228 }
252 229
253 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 232 {
256 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
257 { 234 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 236 {
260 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
261 { 238 {
262 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
263 break; 240 break;
264 } 241 }
242
265 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
266 { 244 {
267 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
268 break; 246 break;
269 } 247 }
248
270 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
271 { 250 {
272 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
273 break; 252 break;
274 } 253 }
278 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
279 { 258 {
280 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
281 break; 260 break;
282 } 261 }
262
283 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
284 { 264 {
285 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
286 break; 266 break;
287 } 267 }
268
288 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
289 { 270 {
290 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
291 break; 272 break;
292 } 273 }
293 } 274 }
294 } 275 }
295 276
296 /* Just makes checking easier */ 277 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
298 got_one = 1; 279 got_one = 1;
299 280
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 282 {
302 if (got_one) 283 if (got_one)
303 { 284 {
304 fix_player (op); 285 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
308 } 289 }
309 else 290 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 292 }
312 else 293 else
313 { /* cursed potion */ 294 { /* cursed potion */
314 if (got_one) 295 if (got_one)
315 { 296 {
316 fix_player (op); 297 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
318 } 299 }
319 else 300 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 302 }
322 303
323 decrease_ob (tmp); 304 tmp->decrease ();
324 return 1; 305 return 1;
325 } 306 }
326 307
327 308
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 313 */
333 if (tmp->inv) 314 if (tmp->inv)
334 { 315 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 317 {
337 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
338 319 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 } 320 }
348 else 321 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 323
351 decrease_ob (tmp); 324 tmp->decrease ();
325
352 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 328 op->update_stats ();
329
355 return 1; 330 return 1;
356 } 331 }
357 332
358 /* Deal with protection potions */ 333 /* Deal with protection potions */
359 force = NULL; 334 force = NULL;
361 { 336 {
362 if (tmp->resist[i]) 337 if (tmp->resist[i])
363 { 338 {
364 if (!force) 339 if (!force)
365 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
369 } 345 }
370 } 346 }
347
371 /* This is a protection potion */ 348 /* This is a protection potion */
372 if (force) 349 if (force)
373 { 350 {
374 /* cursed items last longer */ 351 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 354 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 358 }
359
382 force->speed_left = -1; 360 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 364 change_abil (op, force);
387 decrease_ob (tmp); 365 tmp->decrease ();
388 return 1; 366 return 1;
389 } 367 }
390 368
391 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 370 if (op->type == PLAYER)
393 { /* only for players */ 371 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 376 else
397 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
398 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
400 } 381 }
401 382
402 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 386 * up all the stats.
406 */ 387 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 389 op->update_stats ();
409 decrease_ob (tmp); 390 tmp->decrease ();
410 return 1; 391 return 1;
411} 392}
412 393
413/**************************************************************************** 394/****************************************************************************
414 * Weapon improvement code follows 395 * Weapon improvement code follows
415 ****************************************************************************/ 396 ****************************************************************************/
416 397
417/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
418 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
419 */ 415 */
420static int 416static int
421check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
422{ 418{
423 int count = 0; 419 int count = 0;
424 420
425 421 if (!item)
426 if (item == NULL)
427 return 0; 422 return 0;
428 op = op->below; 423
429 while (op != NULL) 424 for (op = op->below; op; op = op->below)
430 { 425 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) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* 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; 428 count += op->number_of ();
440 } 429
441 }
442 op = op->below;
443 }
444 return count; 430 return count;
445} 431}
446 432
447/** 433/**
448 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 435 * op is typically the player, which is only
450 * really used to determine what space to look at. 436 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
452 */ 438 */
453static void 439static void
454eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 441{
456 object *prev; 442 object *prev;
457 443
458 prev = op; 444 prev = op;
459 op = op->below; 445 op = op->below;
460 446
461 while (op != NULL) 447 while (op)
462 { 448 {
463 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
464 { 450 {
465 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
466 { 452 {
467 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
468 return; 454 return;
469 } 455 }
470 else 456 else
471 { 457 {
472 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
473 nrof -= op->nrof; 459 nrof -= op->nrof;
474 } 460 }
461
475 op = prev; 462 op = prev;
476 } 463 }
464
477 prev = op; 465 prev = op;
478 op = op->below; 466 op = op->below;
479 } 467 }
480} 468}
481 469
482/** 470/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 473 */
538static int 474static int
539check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
540{ 476{
541 int count = 0; 477 int count = 0;
542 478
543 if (improver->slaying != NULL) 479 if (improver->slaying)
544 { 480 {
545 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
546 if (count < 1) 482 if (count < 1)
547 { 483 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 485 return 0;
553 } 486 }
554 } 487 }
555 else 488 else
556 count = 1; 489 count = 1;
559} 492}
560 493
561/** 494/**
562 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
563 */ 496 */
564int 497static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 499{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 500 stat += sacrifice_count;
570 weapon->last_eat++; 501 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
572 decrease_ob (improver);
573 503
574 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
575 fix_player (op); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
576 return 1; 513 return 1;
577} 514}
578 515
579/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 521#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 523#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 526#define IMPROVE_INT 10
590#define IMPROVE_POW 11 527#define IMPROVE_POW 11
591
592 528
593/** 529/**
594 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
596 */ 532 */
597 533static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
600{ 535{
601 int sacrifice_count, i; 536 int sacrifice_count, i;
602 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
603 538
604 if (weapon->level != 0) 539 if (weapon->level != 0)
605 { 540 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
607 return 0; 542 return 0;
608 } 543 }
544
609 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 546 if (weapon->resist[i])
611 break; 547 break;
612 548
613 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
620 { 556 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
622 return 0; 560 return 0;
623 } 561 }
562
624 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
626 return 0; 565 return 0;
566
627 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
630 569
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
632 575
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 579 slot at once! */
637 decrease_ob (improver); 580 improver->decrease ();
638 weapon->last_eat = 0; 581 weapon->last_eat = 0;
639 return 1; 582 return 1;
640} 583}
641
642 584
643/** 585/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 587 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
649 * 591 *
650 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
651 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
653 */ 595 */
654int 596static int
655improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
656{ 598{
657 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
658 600
659 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
662 } 603
663 if (weapon->level == 0) 604 if (weapon->level == 0)
664 { 605 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 609 return 0;
667 } 610 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 614 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 616 return 0;
672 } 617 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
674 { 621 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 623 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
678 return 0; 625 return 0;
679 } 626 }
627
680 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 629 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 630 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 631 * weapon can be improved.
684 */ 632 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 634 {
687 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 638 weapon->last_eat++;
691 639
692 weapon->item_power++; 640 weapon->item_power++;
693 decrease_ob (improver); 641 improver->decrease ();
694 return 1; 642 return 1;
695 } 643 }
644
696 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 646 {
698 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 649 if (weapon->weight < 1)
701 weapon->weight = 1; 650 weapon->weight = 1;
651
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 653 weapon->last_eat++;
704 weapon->item_power++; 654 weapon->item_power++;
705 decrease_ob (improver); 655 improver->decrease ();
706 return 1; 656 return 1;
707 } 657 }
658
708 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 660 {
710 weapon->magic++; 661 weapon->magic++;
711 weapon->last_eat++; 662 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 664 improver->decrease ();
714 weapon->item_power++; 665 weapon->item_power++;
715 return 1; 666 return 1;
716 } 667 }
717 668
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
724 675
725 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
727 { 678 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 680 return 0;
730 } 681 }
682
731 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 684 weapon->item_power++;
733 685
734 switch (improver->stats.sp) 686 switch (improver->stats.sp)
735 { 687 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 695 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
752 } 697 }
698
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 700 return 0;
755} 701}
756 702
757/** 703/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
761 */ 707 */
762int 708static int
763check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
764{ 710{
765 object *otmp; 711 object *otmp;
766 712
767 if (op->type != PLAYER) 713 if (op->type != PLAYER)
768 return 0; 714 return 0;
715
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 717 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 719 return 0;
773 } 720 }
721
774 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
775 if (!otmp) 724 if (!otmp)
776 { 725 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 727 return 0;
779 } 728 }
729
780 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 731 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 733 return 0;
784 } 734 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
786 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
788 return 1; 740 return 1;
789} 741}
790 742
808 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 761 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 763 * changing of physical area right now.
812 */ 764 */
813int 765static int
814improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
815{ 767{
816 object *tmp; 768 object *tmp;
817 769
818 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
819 { 771 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 773 return 0;
822 } 774 }
775
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 777 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 779 * of gnarg and what not?)
827 */ 780 */
828 if (armour->title) 781 if (armour->title)
829 { 782 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 784 return 0;
832 } 785 }
833 786
834 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
836 */ 789 */
837 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 791
842 armour->magic++; 792 armour->magic++;
843 793
844 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
845 { 795 {
850 { 800 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 802 pow++;
853 } 803 }
854 804
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 806 }
857 else 807 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 809
860 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
861 { 811 {
862 int base = 100; 812 int base = 100;
863 int pow = 0; 813 int pow = 0;
866 { 816 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 818 pow++;
869 } 819 }
870 820
871 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
872 } 822 }
873 else 823 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 824 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 825
876 if (armour->weight <= 0) 826 if (armour->weight <= 0)
877 { 827 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 829 armour->weight = 1;
880 } 830 }
881 831
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 833
884 if (op->type == PLAYER) 834 if (op->type == PLAYER)
885 { 835 {
886 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 839 op->update_stats ();
889 } 840 }
890 decrease_ob (improver); 841
842 improver->decrease ();
843
891 if (tmp) 844 if (tmp)
892 { 845 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 846
894 esrv_send_item (op, tmp);
895 }
896 return 1; 847 return 1;
897} 848}
898
899 849
900/* 850/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
903 */ 853 *
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. 854 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
913 */ 858 */
914int 859int
915convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
916{ 861{
917 int nr = 0; 862 sint64 nr = 0, price_in;
918 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
919 871
920 /* We make some assumptions - we assume if it takes money as it type, 872 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 873 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
923 */ 875 */
924 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
925 { 877 {
926 int cost;
927
928 if (item->type != MONEY) 878 if (item->type != MONEY)
929 return 0; 879 return 0;
930 880
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 882 if (!nr)
933 return 0; 883 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 884
935 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 886
937 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
939 890
940 price_in = cost * item->value; 891 price_in = cost * item->value;
941 } 892 }
942 else 893 else
943 { 894 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
946 return 0; 898 return 0;
947 899
948 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
949 { 903 {
950 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
953 } 907 }
954 else 908 else
955 { 909 {
956 price_in = item->value; 910 price_in = item->value;
957 item->destroy (); 911 item->destroy ();
958 } 912 }
959 } 913 }
960 914
961 if (converter->inv != NULL) 915 if (converter->inv)
962 { 916 {
963 object *ob; 917 object *ob;
964 int i; 918 int i;
965 object *ob_to_copy; 919 object *ob_to_copy;
966 920
967 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 925 ob_to_copy = ob;
974 } 926
975 } 927 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 930 }
980 else 931 else
981 { 932 {
982 if (converter->other_arch == NULL) 933 if (!conv_to)
983 { 934 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 937 return -1;
987 } 938 }
988 939
989 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 942 }
992 943
993 if (CONV_NR (converter)) 944 if (give)
994 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
995 if (nr) 947 if (nr)
996 item->nrof *= nr; 948 item->nrof *= nr;
997 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
999 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 962 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 965 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1007 */ 968 */
1008 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 977 return 1;
1011} 978}
1012 979
1013/** 980/**
1014 * Handle apply on containers. 981 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1018 */ 985 */
1019 986static int
1020int
1021apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1022{ 988{
1023 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 990 return 0; /* This might change */
1028 991
1029 if (sack == NULL || sack->type != CONTAINER) 992 if (!sack || sack->type != CONTAINER)
1030 { 993 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 995 return 0;
1033 } 996 }
1034 op->contr->last_used = NULL; 997
1035 op->contr->last_used_id = 0; 998 op->contr->last_used = 0;
1036 999
1037 if (sack->env != op) 1000 if (sack->env && sack->env != op)
1001 {
1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1003 return 1;
1038 { 1004 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1005
1006 // already applied == open on ground, or open in inv, or active in inv
1007 if (sack->flag [FLAG_APPLIED])
1008 {
1009 if (op->container_ () == sack)
1040 { 1010 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1011 // open on ground or inv, so close
1012 op->close_container ();
1042 return 1; 1013 return 1;
1043 } 1014 }
1044 /* It's on the ground, the problems begin */ 1015 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 } 1016 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1017 // active, but not ours: some other player has opened it
1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1019 return 1;
1060 { 1020 }
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 1021
1081 if (tmp && tmp->type == CLOSE_CON) 1022 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1023 }
1024 else if (sack->env)
1025 {
1026 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1027 op->close_container ();
1090 { 1028 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1029 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1031 return 1;
1094 apply_container (op, tmp); 1032 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1033
1096 op->container = sack; 1034 // it's locked?
1097 strcat (buf, query_name (sack)); 1035 if (sack->slaying)
1098 strcat (buf, "."); 1036 {
1099 } 1037 if (object *tmp = find_key (op, op, sack))
1100 else 1038 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 1039 else
1108 { 1040 {
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)); 1041 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; 1042 return 1;
1145 } 1043 }
1146 }
1147 } 1044 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1045
1149 if (op->contr) 1046 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1047
1151 return 1; 1048 return 1;
1152} 1049}
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 1050
1279/** 1051/**
1280 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1282 */ 1054 */
1285{ 1057{
1286 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1287 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1288 return 0; 1060 return 0;
1289 1061
1290 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1291 { 1063 {
1292 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1293 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1294 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1295 */ 1067 */
1296 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1297 { 1069 {
1298 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1299 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1300 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1301 * old maps. 1073 * old maps.
1302 */ 1074 */
1303 1075
1304/* push_button (altar);*/ 1076/* push_button (altar);*/
1305 } 1077 }
1306 else 1078 else
1307 { 1079 {
1308 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1309 push_button (altar); 1081 push_button (altar, originator);
1310 } 1082 }
1311 1083
1312 return !sacrifice; 1084 return !sacrifice;
1313 } 1085 }
1314 else 1086 else
1329 double opinion; 1101 double opinion;
1330 object *tmp, *next; 1102 object *tmp, *next;
1331 1103
1332 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1333 1105
1334 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1335 { 1118 {
1336 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1337 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1338 * the shop. 1121 * the shop.
1339 */ 1122 */
1343 1126
1344 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1345 { 1128 {
1346 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1347 1130
1131 if (i >= 0)
1348 tmp->remove (); 1132 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 } 1133 }
1358 } 1134 }
1359 1135
1360 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1361 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1364 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1365 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1366 */ 1142 */
1367 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1368 { 1144 {
1369
1370 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* 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); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1372 1147
1373 if (i != -1) 1148 if (i != -1)
1374 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1375 1150
1376 return 0; 1151 return 0;
1377 } 1152 }
1153
1378 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1379 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1380 */ 1156 */
1381 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1382 } 1158 }
1383 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1384 { 1160 {
1385 /* this is only used for players */ 1161 /* this is only used for players */
1386 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1387 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1388 if (shop_mat->msg) 1171 if (shop_mat->msg)
1389 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1390 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1391 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1392 * actually the shop floor. 1175 * actually the shop floor.
1393 */ 1176 */
1394 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1395 { 1178 {
1396 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1397 1180
1398 if (opinion > 0.9) 1181 op->statusmsg (
1399 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1400 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1401 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1402 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1404 else 1186 );
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1406 } 1187 }
1407 } 1188 }
1408 else 1189 else
1409 { 1190 {
1410 /* if we get here, a player tried to leave a shop but was not able 1191 /* if we get here, a player tried to leave a shop but was not able
1411 * to afford the items he has. We try to move the player so that 1192 * to afford the items he has. We try to move the player so that
1412 * they are not on the mat anymore 1193 * they are not on the mat anymore
1413 */ 1194 */
1414 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1415 1196
1416 if (i == -1) 1197 if (i == -1)
1417 {
1418 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1419 }
1420 else 1199 else
1421 { 1200 {
1422 op->remove (); 1201 op->remove ();
1423 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1424 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1434 * Handles applying a sign. 1213 * Handles applying a sign.
1435 */ 1214 */
1436static void 1215static void
1437apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1438{ 1217{
1439 readable_message_type *msgType; 1218 if (!op->is_player())
1440 char newbuf[HUGE_BUF]; 1219 return;
1441 1220
1442 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1443 { 1222 {
1444 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1445 return; 1224 return;
1446 } 1225 }
1447 1226
1227 if (!sign->msg)
1228 {
1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1233 return;
1234 }
1235
1448 if (sign->stats.food) 1236 if (sign->stats.food)
1449 { 1237 {
1450 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1451 { 1239 {
1452 if (!sign->move_on) 1240 if (!sign->move_on)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1454 return; 1243 return;
1455 } 1244 }
1456 1245
1457 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1458 sign->last_eat++; 1247 sign->last_eat++;
1463 * move_on is zero, it needs to be manually applied (doesn't talk 1252 * move_on is zero, it needs to be manually applied (doesn't talk
1464 * to us). 1253 * to us).
1465 */ 1254 */
1466 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1467 { 1256 {
1468 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1469 return; 1258 return;
1470 } 1259 }
1471 msgType = get_readable_message_type (sign); 1260
1472 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1473 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1262 if (client *ns = op->contr->ns)
1263 {
1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1268
1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1474} 1303}
1475 1304
1476/** 1305/**
1477 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1478 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1492 return; 1321 return;
1493 1322
1494 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1495 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1496 */ 1325 */
1497 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1498 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1499 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1500 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1501 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1502 */ 1331 */
1503 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1504 { 1333 {
1505 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 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); 1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1507 return; 1336 return;
1508 } 1337 }
1338
1509 recursion_depth++; 1339 recursion_depth++;
1510 if (trap->head) 1340 if (trap->head)
1511 trap = trap->head; 1341 trap = trap->head;
1512 1342
1513 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1514 goto leave;
1515
1516 switch (trap->type) 1344 switch (trap->type)
1517 { 1345 {
1518 case PLAYERMOVER: 1346 case PLAYERMOVER:
1519 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1520 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1521 if (!trap->stats.maxsp) 1420 if (!trap->value)
1522 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1523 1423
1524 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1525 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1526 */ 1439 */
1527 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1528 1441
1529 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1530 * above with some objects have zero speed, and thus the player 1443 {
1531 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1532 */ 1453 }
1533 if (victim->speed_left < -50.0) 1454 break;
1534 victim->speed_left = -50.0;
1535 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1536 } 1455 }
1537 goto leave;
1538 1456
1539 case SPINNER: 1457 case CONVERTER:
1540 if (victim->direction) 1458 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 { 1459 {
1592 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1593 1461 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 } 1462 }
1604 1463
1605 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1606 { 1486 {
1607 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1608 * ab->above would be bogus 1488 * players output.
1609 */ 1489 */
1610 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1611 1492
1612 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1613 { 1494 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 } 1495 }
1623 goto leave; 1496 break;
1624 }
1625 1497
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: 1498 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1688 goto leave; 1500 break;
1689 1501
1690 case SHOP_MAT: 1502 case SHOP_MAT:
1691 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1692 goto leave; 1504 break;
1693 1505
1694 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1695 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1696 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1697 goto leave; 1509 break;
1698 1510
1699 case SIGN: 1511 case SIGN:
1700 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1701 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1702 1514
1703 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1704 goto leave; 1516 break;
1705 1517
1706 case CONTAINER: 1518 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1711 goto leave; 1520 break;
1712 1521
1713 case RUNE: 1522 case RUNE:
1714 case TRAP: 1523 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1716 {
1717 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1718 } 1526 break;
1719 goto leave;
1720 1527
1721 default: 1528 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 goto leave; 1531 break;
1725 } 1532 }
1726 1533
1727leave:
1728 recursion_depth--; 1534 recursion_depth--;
1729} 1535}
1730 1536
1731/** 1537/**
1732 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1737 int lev_diff; 1543 int lev_diff;
1738 object *skill_ob; 1544 object *skill_ob;
1739 1545
1740 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 { 1547 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1743 return; 1549 return;
1744 } 1550 }
1551
1745 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1746 { 1553 {
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1748 return; 1555 return;
1749 } 1556 }
1750 1557
1751 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1752 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1753 if (!skill_ob) 1560 if (!skill_ob)
1754 { 1561 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1756 return; 1563 return;
1757 } 1564 }
1565
1758 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1759 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1760 { 1568 {
1761 if (lev_diff < 2) 1569 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."); 1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1763 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1765 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "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; 1575 return;
1774 } 1576 }
1775 1577
1578 // we currently don't use the message types for anything.
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1777 1580
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1779 msgType->message_type, msgType->message_subtype, 1582
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
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);
1888 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1889 spob->destroy (); 1745 spob->destroy ();
1890} 1746}
1891 1747
1892/** 1748/**
1899{ 1755{
1900 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1901 1757
1902 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1903 { 1759 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1905 return; 1761 return;
1906 } 1762 }
1907 1763
1908 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1909 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1910 * legacy spellbooks 1766 * legacy spellbooks
1911 */ 1767 */
1912
1913 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1914 { 1769 {
1915 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
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 %s skill 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 */
2219 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2220 int i; /* index */ 1999 int i; /* index */
2221 2000
2222 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2223 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
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;
2243 2018
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 ((MAX_FOOD - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - 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 min_it (op->stats.hp, op->stats.maxhp);
2250 op->stats.hp = op->stats.maxhp;
2251
2252 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2253 2027
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2029
2256 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2257 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2267 2041
2268 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2269 flesh is too rare */ 2043 flesh is too rare */
2270 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2271 2045
2272 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2273 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2274 2048
2275 if (chance >= 0.) 2049 if (chance >= 0.)
2276 chance += 1.; 2050 chance += 1.;
2277 else 2051 else
2278 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2279 2053
2280 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2281 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2282 2056
2283 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2284 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2285 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2286 2060
2287 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2288 if (RANDOM () % 10000 < (int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2289 { 2063 {
2290 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2291 winners++; 2065 winners++;
2292 } 2066 }
2293 2067
2298 } 2072 }
2299 } 2073 }
2300 2074
2301 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2302 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2303 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2304 if (totalchance > 50.) 2080 if (totalchance > 50.)
2305 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2306 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2307 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2308 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2309 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2310 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2311 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2312 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2313 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2314 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2315 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2316 else 2092 else
2317 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2318 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2319 2096
2320 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2321 i = -1; 2098 i = -1;
2322 if (winners > 0) 2099 if (winners > 0)
2323 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2324 2101
2325 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2326 { 2103 {
2327 /* resistance increased! */ 2104 /* resistance increased! */
2328 skin->resist[i]++; 2105 skin->resist[i]++;
2329 fix_player (op); 2106 op->update_stats ();
2330 2107
2331 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2332 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2333 } 2109 }
2334 2110
2335 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2336 into the ability_force and it will take effect on next level */ 2112 into the ability_force and it will take effect on next level */
2337 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2338 { 2114 {
2339 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2340 2116
2341 if (meal->last_eat != abil->stats.exp) 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2342 { 2123 ));
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 2124 else
2349 { 2125 {
2350 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2351 new_draw_info (NDI_UNIQUE, 0, op, buf);
2352 abil->last_eat = 0; 2127 abil->last_eat = 0;
2353 } 2128 }
2354 } 2129 }
2130
2355 return 1; 2131 return 1;
2356} 2132}
2357 2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2358static void 2138static void
2359apply_savebed (object *pl) 2139apply_food (object *op, object *tmp)
2360{ 2140{
2361#ifndef COZY_SERVER 2141 int capacity_remaining;
2362 if (!pl->contr->name_changed || !pl->stats.exp) 2142
2363 { 2143 if (op->type != PLAYER)
2364 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2144 op->stats.hp = op->stats.maxhp;
2365 return; 2145 else
2366 } 2146 {
2367#endif 2147 /* check if this is a dragon (player), eating some flesh */
2368 INVOKE_PLAYER (LOGOUT, pl->contr); 2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2369 /* Need to call terminate_all_pets() before we remove the player ob */ 2149 ;
2370 terminate_all_pets (pl); 2150 else
2371 pl->remove (); 2151 {
2372 pl->direction = 0; 2152 /* 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); 2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2374 2160
2375 /* update respawn position */ 2161 tmp->play_sound (
2376 strcpy (pl->contr->savebed_map, pl->map->path); 2162 tmp->sound
2377 pl->contr->bed_x = pl->x; 2163 ? tmp->sound
2378 pl->contr->bed_y = pl->y; 2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2379 2168
2380 strcpy (pl->contr->killer, "left"); 2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2381 check_score (pl); /* Always check score */ 2170 {
2382 (void) save_player (pl, 0); 2171 const char *buf;
2383 pl->map->players--; 2172
2384#if MAP_MAXTIMEOUT 2173 if (!op->is_dragon ())
2385 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2174 {
2386#endif 2175 /* eating message for normal players */
2387 play_again (pl); 2176 if (tmp->type == DRINK)
2388 pl->speed = 0; 2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2389 update_ob_speed (pl); 2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2390} 2206}
2391 2207
2392/** 2208/**
2393 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2394 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2396static void 2212static void
2397apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2398{ 2214{
2399 object *armor; 2215 object *armor;
2400 2216
2401 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2402 { 2218 {
2403 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2404 return; 2220 return;
2405 } 2221 }
2222
2406 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2224
2407 if (!armor) 2225 if (!armor)
2408 { 2226 {
2409 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2410 return; 2228 return;
2411 } 2229 }
2230
2412 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2413 && armor->type != CLOAK 2232 && armor->type != CLOAK
2414 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2415 { 2234 {
2416 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2417 return; 2236 return;
2418 } 2237 }
2419 2238
2420 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2421 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2422} 2241}
2423 2242
2424 2243void
2425extern void
2426apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2427{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2428 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2429 { 2252 {
2430 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2431 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2432 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2433 } 2256 }
2257
2434 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2435 { 2259 {
2436 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2437 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2438 } 2262 }
2263
2439 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2440 handle_apply_yield (tmp); 2265 poison->destroy ();
2441 decrease_ob (tmp);
2442} 2266}
2443 2267
2444/** 2268/**
2445 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2446 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2447 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2448 * -You are
2449 * ° the owner of the exit
2450 * ° or in the same party as the owner
2451 * 2272 *
2452 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2453 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2454 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2455 */ 2276 */
2456int 2277static object *
2457is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2458{ 2279{
2459 object *tmp; 2280 if (lighter == 0)
2460 object *exit_owner;
2461 player *pp;
2462 maptile *exitmap;
2463
2464 if (exit->stats.exp != 1)
2465 return 1; /*This is not a 2 way, so it is legal */
2466 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2467 return 0; /* This is a reset town portal */
2468 /* To know if an exit has a correspondant, we look at
2469 * all the exits in destination and try to find one with same path as
2470 * the current exit's position */
2471 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2472 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2473 else
2474 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2475 if (exitmap)
2476 { 2281 {
2477 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2478 if (!tmp)
2479 return 0;
2480 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above)
2481 { 2283 {
2482 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2483 continue; /*Not an exit */
2484 if (!EXIT_PATH (tmp))
2485 continue; /*Not a valid exit */
2486 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2487 continue; /*Not in the same place */
2488 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2489 continue; /*Not in the same map */
2490
2491 /* 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
2493 * town portals to prevent strangers from visiting your appartments
2494 */
2495 if (!exit->race)
2496 return 1; /*No owner, free for all! */
2497 exit_owner = NULL;
2498 for (pp = first_player; pp; pp = pp->next)
2499 { 2285 {
2500 if (!pp->ob) 2286 lighter = tmp;
2501 continue;
2502 if (pp->ob->name != exit->race)
2503 continue;
2504 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2505 break; 2287 break;
2506 } 2288 }
2507 if (!exit_owner) 2289 }
2508 return 0; /* No more owner */ 2290
2509 if (exit_owner->contr == op->contr) 2291 if (!lighter)
2510 return 1; /*It is your exit */ 2292 {
2511 if (exit_owner && /*There is a owner */ 2293 who->failmsg (format (
2512 (op->contr) && /*A player tries to pass */ 2294 "You can't light up the %s with your bare hands! "
2513 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2514 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2296 &op->name));
2515 return 0; 2297 return 0;
2298 }
2299 }
2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2516 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2517 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2518 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2519 return 0; 2537 return;
2520}
2521 2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2613}
2522 2614
2523/** 2615/**
2524 * Main apply handler. 2616 * Main apply handler.
2525 * 2617 *
2526 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2528 * Return value: 2620 * Return value:
2529 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2530 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2531 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2532 * 2624 *
2533 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2534 * being applied. 2626 * being applied.
2535 * 2627 *
2536 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2537 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2538 */ 2630 */
2539 2631static int
2540int
2541manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2542{ 2633{
2543 if (tmp->head) 2634 op = op->head_ ();
2544 tmp = tmp->head;
2545 2635
2546 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2547 { 2637 {
2548 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2549 { 2639 {
2550 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2551 return 1; 2642 return 1;
2552 } 2643 }
2553 else 2644 else
2554 {
2555 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2556 }
2557 } 2646 }
2558 2647
2559 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2560 return RESULT_INT (0); 2649 return RESULT_INT (0);
2561 2650
2562 switch (tmp->type) 2651 switch (op->type)
2563 { 2652 {
2564
2565 case CF_HANDLE: 2653 case T_HANDLE:
2566 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2567 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2568 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2569 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2570 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2571 push_button (tmp); 2659 push_button (op, who);
2572 return 1; 2660 return 1;
2573 2661
2574 case TRIGGER: 2662 case TRIGGER:
2575 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2576 { 2664 {
2577 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2578 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2579 } 2667 }
2580 else 2668 else
2581 { 2669 who->failmsg ("The handle doesn't move.");
2582 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2670
2583 }
2584 return 1; 2671 return 1;
2585 2672
2586 case EXIT: 2673 case EXIT:
2587 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2588 return 0; 2675 return 0;
2589 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2676
2590 { 2677 if (!EXIT_PATH (op))
2591 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2592 }
2593 else 2679 else
2594 { 2680 {
2595 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2596 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2597 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2684
2598 enter_exit (op, tmp); 2685 who->enter_exit (op);
2599 } 2686 }
2687
2600 return 1; 2688 return 1;
2601 2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2602 case SIGN: 2695 case SIGN:
2603 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2604 return 1; 2697 return 1;
2605 2698
2606 case BOOK: 2699 case BOOK:
2607 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2608 { 2701 {
2609 apply_book (op, tmp); 2702 apply_book (who, op);
2610 return 1; 2703 return 1;
2611 } 2704 }
2612 else 2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2613 { 2710 {
2614 return 0;
2615 }
2616
2617 case SKILLSCROLL:
2618 if (op->type == PLAYER)
2619 {
2620 apply_skillscroll (op, tmp); 2711 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; 2712 return 1;
2661 } 2713 }
2662 else 2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2663 { 2719 {
2720 apply_spellbook (who, op);
2664 return 0; 2721 return 1;
2665 } 2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2748 return 1;
2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2666 2757
2667 case WEAPON: 2758 case WEAPON:
2668 case ARMOUR: 2759 case ARMOUR:
2669 case BOOTS: 2760 case BOOTS:
2670 case GLOVES: 2761 case GLOVES:
2677 case CLOAK: 2768 case CLOAK:
2678 case WAND: 2769 case WAND:
2679 case ROD: 2770 case ROD:
2680 case HORN: 2771 case HORN:
2681 case SKILL: 2772 case SKILL:
2773 case SPELL:
2682 case BOW: 2774 case BOW:
2683 case LAMP: 2775 case RANGED:
2684 case BUILDER: 2776 case BUILDER:
2685 case SKILL_TOOL: 2777 case SKILL_TOOL:
2686 if (tmp->env != op) 2778 if (op->env != who)
2687 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2688 (void) apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2689 return 1; 2783 return 1;
2690 2784
2691 case DRINK: 2785 case DRINK:
2692 case FOOD: 2786 case FOOD:
2693 case FLESH: 2787 case FLESH:
2694 apply_food (op, tmp); 2788 apply_food (who, op);
2695 return 1; 2789 return 1;
2696 2790
2697 case POISON: 2791 case POISON:
2698 apply_poison (op, tmp); 2792 apply_poison (who, op);
2699 return 1; 2793 return 1;
2700 2794
2701 case SAVEBED: 2795 case SAVEBED:
2796 return 1;
2797
2798 case ARMOUR_IMPROVER:
2702 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2703 { 2800 {
2704 apply_savebed (op); 2801 apply_armour_improver (who, op);
2705 return 1; 2802 return 1;
2706 } 2803 }
2707 else 2804 else
2805 return 0;
2806
2807 case WEAPON_IMPROVER:
2808 check_improve_weapon (who, op);
2809 return 1;
2810
2811 case CLOCK:
2812 if (who->type == PLAYER)
2708 { 2813 {
2709 return 0; 2814 char buf[MAX_BUF];
2815 timeofday_t tod;
2816
2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2820 "It is %d minute%s past %d o'clock %s",
2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2710 } 2823 ));
2711
2712 case ARMOUR_IMPROVER:
2713 if (op->type == PLAYER)
2714 {
2715 apply_armour_improver (op, tmp);
2716 return 1; 2824 return 1;
2717 } 2825 }
2718 else 2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2719 { 2831 {
2720 return 0; 2832 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; 2833 return 1;
2740 } 2834 }
2741 else 2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2742 { 2844 {
2743 return 0; 2845 apply_lighter (who, op);
2744 }
2745
2746 case MENU:
2747 if (op->type == PLAYER)
2748 {
2749 shop_listing (op);
2750 return 1; 2846 return 1;
2751 } 2847 }
2752 else 2848 else
2753 {
2754 return 0; 2849 return 0;
2755 }
2756 2850
2757 case POWER_CRYSTAL: 2851 case ITEM_TRANSFORMER:
2758 apply_power_crystal (op, tmp); /* see egoitem.c */ 2852 apply_item_transformer (who, op);
2759 return 1; 2853 return 1;
2760 2854
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
2772 case ITEM_TRANSFORMER:
2773 apply_item_transformer (op, tmp);
2774 return 1;
2775
2776 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2777 return 0; 2857 return 0;
2778 } 2858 }
2779} 2859}
2780 2860
2781 2861/*
2782/* 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
2784 * "but you are floating high above the ground" messages.
2785 *
2786 * Same return value as apply() function. 2862 * Same return value as apply() function.
2787 */ 2863 */
2788int 2864bool
2789player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2790{ 2866{
2791 int tmp;
2792
2793 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2794 { 2868 {
2795 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2796 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 { 2871 {
2798 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2799 return 0; 2875 return 0;
2800 } 2876 }
2801 } 2877 }
2802 2878
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; 2879 pl->contr->last_used = op;
2816 pl->contr->last_used_id = op->count;
2817 2880
2818 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2819 if (!quiet)
2820 {
2821 if (tmp == 0)
2822 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2823 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2825 }
2826 return tmp;
2827} 2882}
2828 2883
2829/** 2884/**
2830 * player_apply_below attempts to apply the object 'below' the player. 2885 * 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 2886 * If the player has an open container, we use that for below, otherwise
2832 * we use the ground. 2887 * we use the ground.
2833 */ 2888 */
2834
2835void 2889void
2836player_apply_below (object *pl) 2890player_apply_below (object *pl)
2837{ 2891{
2838 object *tmp, *next;
2839 int floors; 2892 int floors = 0;
2840 2893
2841 /* If using a container, set the starting item to be the top 2894 /* If using a container, set the starting item to be the top
2842 * item in the container. Otherwise, use the map. 2895 * 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 2896 * 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 2897 * 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 2898 * 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 2899 * problem if player_apply() has a bug in that it uses the object but does
2850 * not return a proper value. 2900 * not return a proper value.
2851 */ 2901 */
2852 for (floors = 0; tmp != NULL; tmp = next) 2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2853 { 2905 {
2854 next = tmp->below; 2906 next = tmp->below;
2855 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2856 floors++;
2857 else if (floors > 0)
2858 return; /* process only floor objects after first floor object */
2859 2907
2860 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2861 * person moving on it, also activate. Added code to make it
2862 * so that at least one of players movement types be that which
2863 * the item needs.
2864 */ 2909 */
2865 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2866 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2868 return; 2912 break;
2869 } 2913
2870 if (floors >= 2) 2914 break;
2871 return; /* process at most two floor objects */
2872 } 2915 }
2873} 2916}
2874 2917
2875/** 2918/**
2876 * Unapplies specified item. 2919 * Unapplies specified item.
2879 * to keep the size of apply_special to a more managable size. 2922 * to keep the size of apply_special to a more managable size.
2880 */ 2923 */
2881static int 2924static int
2882unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2883{ 2926{
2884 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2885 return RESULT_INT (0); 2929 return RESULT_INT (0);
2886 2930
2887 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2888 2933
2889 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2935
2890 switch (op->type) 2936 switch (op->type)
2891 { 2937 {
2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2892 case WEAPON: 2949 case WEAPON:
2893 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2894
2895 (void) change_abil (who, op); 2951 change_abil (who, op);
2896 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 2952 who->flag [FLAG_READY_WEAPON] = false;
2897 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2953
2898 clear_skill (who); 2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons
2957 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0);
2960
2899 break; 2961 break;
2900 2962
2901 case SKILL: /* allows objects to impart skills */ 2963 case BOW:
2902 case SKILL_TOOL: 2964 case WAND:
2903 if (op != who->chosen_skill) 2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2904 { 2969 {
2905 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2906 } 2972 }
2907 if (who->type == PLAYER) 2973 else
2908 { 2974 {
2909 if (who->contr->shoottype == range_skill) 2975 who->change_skill (0);
2910 who->contr->shoottype = range_none; 2976
2911 if (!op->invisible) 2977 if (op->type == BOW)
2912 { 2978 op->flag [FLAG_READY_BOW ] = false;
2913 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2914 }
2915 else 2979 else
2916 { 2980 op->flag [FLAG_READY_RANGE] = false;
2917 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2918 }
2919 } 2981 }
2920 (void) change_abil (who, op); 2982
2921 who->chosen_skill = NULL;
2922 CLEAR_FLAG (who, FLAG_READY_SKILL);
2923 break; 2983 break;
2924 2984
2925 case ARMOUR: 2985 case ARMOUR:
2926 case HELMET: 2986 case HELMET:
2927 case SHIELD: 2987 case SHIELD:
2930 case GLOVES: 2990 case GLOVES:
2931 case AMULET: 2991 case AMULET:
2932 case GIRDLE: 2992 case GIRDLE:
2933 case BRACERS: 2993 case BRACERS:
2934 case CLOAK: 2994 case CLOAK:
2935 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2936 (void) change_abil (who, op); 2996 change_abil (who, op);
2937 break; 2997 break;
2998
2938 case LAMP: 2999 case SPELL:
2939 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 3000 case BUILDER:
2940 tmp2 = arch_to_object (op->other_arch); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
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
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; 3002 break;
2970 case BOW: 3003
2971 case WAND: 3004 //case SKILL_TOOL://TODO
2972 case ROD: 3005 default:
2973 case HORN: 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2974 clear_skill (who);
2975 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2976 if (who->type == PLAYER)
2977 {
2978 who->contr->shoottype = range_none;
2979 }
2980 else
2981 {
2982 if (op->type == BOW)
2983 CLEAR_FLAG (who, FLAG_READY_BOW);
2984 else
2985 CLEAR_FLAG (who, FLAG_READY_RANGE);
2986 }
2987 break; 3007 break;
2988
2989 case BUILDER:
2990 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2991 who->contr->shoottype = range_none;
2992 who->contr->ranges[range_builder] = NULL;
2993 break;
2994
2995 default:
2996 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2997 break;
2998 }
2999
3000 fix_player (who);
3001
3002 if (!(aflags & AP_NO_MERGE))
3003 { 3008 }
3004 object *tmp;
3005 3009
3006 tmp = merge_ob (op, NULL); 3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3007 if (who->type == PLAYER) 3011 if (object *pl = op->visible_to ())
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); 3012 esrv_send_item (pl, op);
3016 } 3013
3017 } 3014 who->update_stats ();
3015
3018 return 0; 3016 return 0;
3019} 3017}
3020 3018
3021/** 3019/**
3022 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
3023 * Note that 'start' is the first object to start examing - we 3021 * 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 3022 * then go through the below of this. In this way, you can do
3025 * something like: 3023 * something like:
3026 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
3027 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3028 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
3029 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
3030 * loc is the index into the array we are looking for a match. 3028 * loc is the index into the array we are looking for a match.
3031 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
3032 * invisible other objects that use 3030 * invisible other objects that use
3033 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
3034 */ 3032 */
3035object * 3033static object *
3036get_item_from_body_location (object *start, int loc) 3034get_next_item_from_body_location (int loc, object *start)
3037{ 3035{
3038 object *tmp;
3039
3040 if (!start)
3041 return NULL;
3042
3043 for (tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3044 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3037 if (tmp->flag [FLAG_APPLIED]
3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3045 return tmp; 3040 return tmp;
3046 3041
3047 return NULL; 3042 return 0;
3048} 3043}
3049
3050
3051 3044
3052/** 3045/**
3053 * 'op' wants to apply an object, but can't because of other equipment. 3046 * 'op' wants to apply an object, but can't because of other equipment.
3054 * This should only be called when it is known 3047 * This should only be called when it is known
3055 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
3058 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
3059 * if aflags is AP_PRINT, we instead print out waht to unapply 3052 * if aflags is AP_PRINT, we instead print out waht to unapply
3060 * instead of doing it. This is a lot less code than having 3053 * instead of doing it. This is a lot less code than having
3061 * another function that does just that. 3054 * another function that does just that.
3062 */ 3055 */
3063int 3056
3057#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>"
3061
3062static int
3064unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3065{ 3064{
3066 int i; 3065 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) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3075 {
3076 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3067 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))) 3068 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3079 { 3069 {
3080 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
3081 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
3082 else 3072 else
3083 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3084 } 3074 }
3085 else 3075 else
3086 { 3076 {
3087 /* In this case, we want to try and remove a cursed item. 3077 /* In this case, we want to try and remove a cursed item.
3088 * While we know it won't work, we want unapply_special to 3078 * While we know it won't work, we want unapply_special to
3089 * at least generate the message. 3079 * at least generate the message.
3090 */ 3080 */
3091 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3092 return 1; 3082 return 1;
3093 }
3094
3095 } 3083 }
3096 }
3097 }
3098 3084
3099 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3100 { 3086 {
3101 /* this used up a slot that we need to free */ 3087 /* this used up a slot that we need to free */
3102 if (op->body_info[i]) 3088 if (op->slot[i].info)
3103 { 3089 {
3104 last = who->inv; 3090 object *last = who->inv;
3105 3091
3106 /* We do a while loop - may need to remove several items in order 3092 /* We do a while loop - may need to remove several items in order
3107 * to free up enough slots. 3093 * to free up enough slots.
3108 */ 3094 */
3109 while ((who->body_used[i] + op->body_info[i]) < 0) 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3110 { 3096 {
3111 tmp = get_item_from_body_location (last, i); 3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3112 if (!tmp) 3099 if (!tmp)
3113 { 3100 {
3114#if 0 3101#if 0
3115 /* Not a bug - we'll get this if the player has cursed items 3102 /* Not a bug - we'll get this if the player has cursed items
3116 * equipped. 3103 * equipped.
3117 */ 3104 */
3118 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3105 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3119#endif 3106#endif
3120 return 1; 3107 return 1;
3121 } 3108 }
3109
3122 /* If we are just printing, we don't care about cursed status */ 3110 /* If we are just printing, we don't care about cursed status */
3123 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3124 { 3112 {
3125 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
3126 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
3127 else 3115 else
3128 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
3129 } 3117 }
3130 else 3118 else
3131 { 3119 {
3132 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
3133 * Note this could be annoying if this is just one of a few, 3121 * Note this could be annoying if this is just one of a few,
3134 * so it may not be critical (eg, putting on a ring and you have 3122 * so it may not be critical (eg, putting on a ring and you have
3135 * one cursed ring.) 3123 * one cursed ring.)
3136 */ 3124 */
3137 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3138 } 3126 }
3127
3139 last = tmp->below; 3128 last = tmp->below;
3140 } 3129 }
3141 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3130 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3142 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
3143 */ 3132 */
3144 } /* if op is using this body location */ 3133 } /* if op is using this body location */
3145 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
3146 return 0; 3136 return 0;
3147} 3137}
3148 3138
3149/** 3139/**
3150 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
3151 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
3152 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
3153 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
3154 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3144 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3155 * is set, do we really are what the other flags may be?) 3145 * is set, do we really care what the other flags may be?)
3156 * 3146 *
3157 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
3158 * these return values. 3148 * these return values.
3159 */ 3149 */
3160int 3150int
3161can_apply_object (object *who, object *op) 3151can_apply_object (object *who, object *op)
3162{ 3152{
3163 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3153 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3164 return RESULT_INT (0); 3154 return RESULT_INT (0);
3165 3155
3166 int i, retval = 0; 3156 int retval = 0;
3167 object *tmp = NULL, *ws = NULL; 3157 object *tmp = 0, *ws = 0;
3168 3158
3169 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3159 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 { 3160 {
3176 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3161 if (op->slot[i].info)
3177 { 3162 {
3178 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3163 /* Item uses more slots than we have */
3164 if (who->slot[i].info + op->slot [i].info < 0)
3179 { 3165 {
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' 3166 /* Could return now for efficiency - rest of info below isn't
3195 * really needed. 3167 * really needed.
3196 */ 3168 */
3197 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
3198 } 3170 }
3199 else if ((who->body_used[i] + op->body_info[i]) < 0) 3171 else if (who->slot[i].used + op->slot[i].info < 0)
3200 { 3172 {
3201 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
3202 * we have. 3174 * we have.
3203 */ 3175 */
3204 object *tmp1;
3205
3206 3176
3207 /* if we have an applied weapon/shield, and unapply it would free 3177 /* 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 3178 * enough slots to equip the new item, then just set "can
3209 * continue. We don't care about the logic below - if you have 3179 * 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 3180 * shield equipped and try to equip another shield, there is only
3211 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
3212 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
3213 * may be two handed for example. 3183 * may be two handed for example.
3214 */ 3184 */
3215 if (ws) 3185 if (ws)
3216 { 3186 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 { 3187 {
3219 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
3220 continue; 3189 continue;
3221 } 3190 }
3222 }
3223 3191
3224 tmp1 = get_item_from_body_location (who->inv, i); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3225 if (!tmp1) 3193 if (!tmp1)
3226 {
3227#if 0
3228 /* 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.
3230 */
3231 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3232#endif
3233 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3234 }
3235 else 3195 else
3236 { 3196 {
3237 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3238 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3239 * to apply multiple objects 3199 * to apply multiple objects
3240 */ 3200 */
3241 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3202
3242 if (!tmp) 3203 if (!tmp)
3243 tmp = tmp1; 3204 tmp = tmp1;
3244 else if (tmp != tmp1) 3205 else if (tmp != tmp1)
3245 {
3246 retval |= CAN_APPLY_UNAPPLY_MULT; 3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3247 } 3207
3248 /* This object isn't using up all the slots, so there must 3208 /* 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 3209 * be another. If so, and it the new item doesn't need all
3250 * the slots, the player then has a choice. 3210 * the slots, the player then has a choice.
3251 */ 3211 */
3252 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3212 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3213 && abs (op->slot[i].info) < who->slot[i].info)
3253 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3254 3215
3255 /* Does unequippint 'tmp1' free up enough slots for this to be 3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3256 * equipped? If not, there must be something else to unapply. 3217 * equipped? If not, there must be something else to unapply.
3257 */ 3218 */
3258 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3219 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3259 retval |= CAN_APPLY_UNAPPLY_MULT; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3261 } 3221 }
3262 } /* if not enough free slots */ 3222 } /* if not enough free slots */
3263 } /* if this object uses location i */ 3223 } /* if this object uses location i */
3264 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3265 3225
3270 * and weapons all use the same slot. Similar for horn/rod/wand - they 3230 * and weapons all use the same slot. Similar for horn/rod/wand - they
3271 * all use the same location. 3231 * all use the same location.
3272 */ 3232 */
3273 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3274 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3235
3275 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3276 retval |= CAN_APPLY_RESTRICTION; 3237 retval |= CAN_APPLY_RESTRICTION;
3277 3238
3278
3279 if (who->type != PLAYER) 3239 if (who->type != PLAYER)
3280 { 3240 {
3281 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3282 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3283 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3284 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3246
3285 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3286 retval |= CAN_APPLY_RESTRICTION; 3248 retval |= CAN_APPLY_RESTRICTION;
3249
3287 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3288 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3289 } 3252 }
3253
3290 return retval; 3254 return retval;
3291} 3255}
3292 3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3293 3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3344}
3294 3345
3295/** 3346/**
3296 * who is the object using the object. It can be a monster. 3347 * who is the object using the object. It can be a monster.
3297 * op is the object they are using. op is an equipment type item, 3348 * op is the object they are using. op is an equipment type item,
3298 * eg, one which you put on and keep on for a while, and not something 3349 * eg, one which you put on and keep on for a while, and not something
3307 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3308 * 3359 *
3309 * Optional flags: 3360 * Optional flags:
3310 * AP_NO_MERGE: don't merge an unapplied object with other objects 3361 * AP_NO_MERGE: don't merge an unapplied object with other objects
3311 * AP_IGNORE_CURSE: unapply cursed items 3362 * AP_IGNORE_CURSE: unapply cursed items
3363 * AP_NO_READY: do not ready skills when applying skill tools
3312 * 3364 *
3313 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3314 * 3366 *
3315 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3316 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3317int 3373int
3318apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3319{ 3375{
3320 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3321 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3322 int i;
3323 3378
3324 if (who == NULL) 3379 if (who == NULL)
3325 { 3380 {
3326 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3327 return 1; 3382 return 1;
3337 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3338 return 0; 3393 return 0;
3339 3394
3340 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3341 { 3396 {
3342 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3343 return 1; 3398 return 1;
3344 } 3399 }
3400
3345 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3346 } 3402 }
3347
3348 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3349 return 0; 3404 return 0;
3350 3405
3351 i = can_apply_object (who, op); 3406 splay (op);
3352 3407
3353 /* Can't just apply this object. Lets see what not and what to do */ 3408 /* Can't just apply this object. Lets see what not and what to do */
3354 if (i) 3409 if (int i = can_apply_object (who, op))
3355 { 3410 {
3356 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3357 { 3412 {
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3359 return 1; 3414 return 1;
3360 } 3415 }
3361 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3362 { 3417 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3418 who->failmsg (format (
3419 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op)
3422 ));
3364 return 1; 3423 return 1;
3365 } 3424 }
3425
3366 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3367 { 3427 {
3368 /* Some error, so don't try to equip something more */ 3428 /* Some error, so don't try to equip something more */
3369 if (unapply_for_ob (who, op, aflags)) 3429 if (unapply_for_ob (who, op, aflags))
3370 return 1; 3430 return 1;
3371 } 3431 }
3372 else 3432 else
3373 { 3433 {
3374 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3434 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3375 { 3435 {
3376 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3377 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3378 return 1; 3438 return 1;
3379 } 3439 }
3380 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3440 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3381 {
3382 i = unapply_for_ob (who, op, aflags); 3441 if (unapply_for_ob (who, op, aflags))
3383 if (i)
3384 return 1; 3442 return 1;
3385 } 3443 }
3386 }
3387 } 3444 }
3445
3388 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3389 { 3447 {
3448 // try to ready attached skill first
3390 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3450
3391 if (!skop) 3451 if (!skop)
3392 { 3452 {
3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3394 return 1; 3454 return 1;
3395 } 3455 }
3396 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3397 {
3398 /* While experience will be credited properly, we want to change the
3399 * skill so that the dam and wc get updated
3400 */
3401 change_skill (who, skop, 0);
3402 } 3457 {
3403 } 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3404 3459 return 1;
3405 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3460 }
3406 { 3461 }
3407 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3408 return 1; 3466 return 1;
3409 } 3467 }
3410
3411 3468
3412 /* Ok. We are now at the state where we can apply the new object. 3469 /* Ok. We are now at the state where we can apply the new object.
3413 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3414 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3415 */ 3472 */
3416 3473
3417 3474 // split away all the other items from the stack, so only one item is left
3418 if (op->nrof > 1) 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3419 tmp = get_split_ob (op, op->nrof - 1);
3420 else
3421 tmp = NULL;
3422 3476
3423 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3424 return RESULT_INT (0); 3478 return RESULT_INT (0);
3425 3479
3426 switch (op->type) 3480 switch (op->type)
3427 { 3481 {
3428 case WEAPON: 3482 case WEAPON:
3429 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3430 {
3431 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
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 { 3484 {
3439 /* if the weapon does not have the name as the character, can't use it. */ 3485 /* if the weapon does not have the name as the character, can't use it. */
3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3441 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3442 if (tmp != NULL) 3488 "H<Its name indicates that it belongs to somebody else.>");
3443 (void) insert_ob_in_ob (tmp, who); 3489 if (tmp) who->insert (tmp);
3444 return 1; 3490 return 1;
3445 } 3491 }
3446 SET_FLAG (op, FLAG_APPLIED);
3447 3492
3448 if (skop) 3493 op->flag [FLAG_APPLIED] = true;
3449 change_skill (who, skop, 1);
3450 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3451 SET_FLAG (who, FLAG_READY_WEAPON);
3452 3494
3453 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3495 if (player *pl = who->contr)
3454 3496 {
3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3455 (void) change_abil (who, op); 3498 change_abil (who, op);
3499 }
3500 else
3501 who->change_skill (skop);
3502
3503 op->flag [FLAG_READY_WEAPON] = true;
3456 break; 3504 break;
3457 3505
3458 case ARMOUR: 3506 case ARMOUR:
3459 case HELMET: 3507 case HELMET:
3460 case SHIELD: 3508 case SHIELD:
3464 case BRACERS: 3512 case BRACERS:
3465 case CLOAK: 3513 case CLOAK:
3466 case RING: 3514 case RING:
3467 case AMULET: 3515 case AMULET:
3468 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3469 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3470 (void) change_abil (who, op); 3518 change_abil (who, op);
3471 break; 3519 break;
3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3472 case LAMP: 3528 case SKILL:
3473 if (op->stats.food < 1) 3529 if (!(aflags & AP_NO_SLOT))
3474 { 3530 {
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3531 // skill is used on it's own, as opposed to being a chosen_skill
3532
3533 if (skill_flags [op->subtype] & (SF_NEED_ITEM | SF_MANA))
3534 {
3535 who->failmsg (format (
3536 "You feel as if you wanted to do something funny, but you can't remember what. "
3537 "H<The %s skill needs something else to function, for example a tool, weapon, rod, or spell. "
3538 "It cannot be used on its own.>",
3539 &op->skill
3540 ));
3541 if (tmp) who->insert (tmp);
3542 return 1;
3543 }
3544
3545 if (skill_flags [op->subtype] & SF_AUTARK
3546 || !(skill_flags [op->subtype] & (SF_COMBAT | SF_RANGED)))
3547 {
3548 if (skill_flags [op->subtype] & SF_USE)
3549 who->failmsg (format (
3550 "You feel as if you wanted to do something funny, but you can't remember what. "
3551 "H<The %s skill cannot be readied, instead, try C<use_skill %s>.>",
3552 &op->skill, &op->skill
3553 ));
3554 else
3555 who->failmsg (format (
3556 "You feel as if you wanted to do something funny, but you can't remember what. "
3557 "H<The %s skill cannot be readied or used, it is always active.>",
3558 &op->skill, &op->skill
3559 ));
3560
3561 if (tmp) who->insert (tmp);
3562 return 1;
3563 }
3564
3565 if (who->contr)
3566 who->statusmsg (format (
3567 op->invisible ? "You can now use the %s skill." : "You ready %s.",
3568 query_name (op),
3569 &op->skill
3570 ));
3571 }
3572
3573 SET_FLAG (who, FLAG_READY_SKILL);
3574 SET_FLAG (op, FLAG_APPLIED);
3575 change_abil (who, op);
3576 break;
3577
3578 case BOW:
3579 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3580 {
3581 who->failmsg ("The weapon does not recognize you as its owner. "
3582 "H<Its name indicates that it belongs to somebody else.>");
3583 if (tmp) who->insert (tmp);
3476 return 1; 3584 return 1;
3477 } 3585 }
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 3586
3486 /* Remove the old lantern */ 3587 if (player *pl = who->contr)
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 { 3588 {
3495 (void) insert_ob_in_ob (tmp, who); 3589 op->flag [FLAG_APPLIED] = true;
3496 if (who->type == PLAYER) 3590 who->statusmsg (format ("You wield the %s.", query_name (op)));
3497 esrv_send_item (who, tmp); 3591 change_abil (who, op);
3498 } 3592 }
3499 fix_player (who); 3593 break;
3500 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3594
3595 case RANGED:
3596 if (player *pl = who->contr)
3501 { 3597 {
3502 if (who->type == PLAYER) 3598 op->flag [FLAG_APPLIED] = true;
3503 { 3599 who->statusmsg (format ("You applied the %s.", query_name (op)));
3504 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3505 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3506 }
3507 } 3600 }
3508 if (who->type == PLAYER)
3509 esrv_send_item (who, tmp2);
3510 return 0;
3511 break; 3601 break;
3512 3602
3513 /* this part is needed for skill-tools */
3514 case SKILL: 3603 case SPELL:
3515 case SKILL_TOOL: 3604 if (player *pl = who->contr)
3516 if (who->chosen_skill)
3517 { 3605 {
3518 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3606 op->flag [FLAG_APPLIED] = true;
3519 return 1; 3607 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3520 } 3608 }
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; 3609 break;
3540 3610
3611 /*FALLTHROUGH*/
3541 case BOW: 3612 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: 3613 case ROD:
3559 case HORN: 3614 case HORN:
3560 /* check for skill, alter player status */ 3615 /* check for skill, alter player status */
3561 SET_FLAG (op, FLAG_APPLIED); 3616
3562 if (skop) 3617 if (!skop)
3563 change_skill (who, skop, 0);
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3565
3566 if (who->type == PLAYER)
3567 { 3618 {
3619 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3620 if (tmp) who->insert (tmp);
3621 return 1;
3622 }
3623
3624 op->flag [FLAG_APPLIED] = true;
3625
3626 if (player *pl = who->contr)
3627 {
3628 who->statusmsg (format ("You ready %s.", query_name (op)));
3629
3568 if (op->type == BOW) 3630 if (op->type == BOW)
3569 { 3631 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3632
3570 (void) change_abil (who, op); 3633 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));
3573 who->contr->shoottype = range_bow;
3574 }
3575 else
3576 {
3577 who->contr->shoottype = range_misc;
3578 }
3579 } 3634 }
3580 else 3635 else
3581 { 3636 {
3637 who->change_skill (skop);
3638
3582 if (op->type == BOW) 3639 if (op->type == BOW)
3583 SET_FLAG (who, FLAG_READY_BOW); 3640 op->flag [FLAG_READY_BOW ] = true;
3584 else 3641 else
3585 SET_FLAG (who, FLAG_READY_RANGE); 3642 op->flag [FLAG_READY_RANGE] = true;
3643 }
3644
3645 break;
3646
3647 case BUILDER:
3648 if (player *pl = who->contr)
3649 {
3650 who->statusmsg (format ("You ready your %s.", query_name (op)));
3651 //TODO: change_abil?
3586 } 3652 }
3587 break; 3653 break;
3588 3654
3589 case BUILDER:
3590 if (who->contr->ranges[range_builder])
3591 unapply_special (who, who->contr->ranges[range_builder], 0);
3592 who->contr->shoottype = range_builder;
3593 who->contr->ranges[range_builder] = op;
3594 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3595 break;
3596
3597 default: 3655 default:
3598 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3656 who->statusmsg (format ("You apply %s.", query_name (op)));
3599 } /* end of switch op->type */ 3657 }
3600 3658
3601 SET_FLAG (op, FLAG_APPLIED); 3659 SET_FLAG (op, FLAG_APPLIED);
3602 3660
3603 if (tmp != NULL) 3661 if (tmp) who->insert (tmp);
3604 tmp = insert_ob_in_ob (tmp, who);
3605 3662
3606 fix_player (who); 3663 who->update_stats ();
3607 3664
3608 /* We exclude spell casting objects. The fire code will set the 3665 /* We exclude spell casting objects. The fire code will set the
3609 * been applied flag when they are used - until that point, 3666 * been applied flag when they are used - until that point,
3610 * you don't know anything about them. 3667 * you don't know anything about them.
3611 */ 3668 */
3612 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3669 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3613 SET_FLAG (op, FLAG_BEEN_APPLIED); 3670 SET_FLAG (op, FLAG_BEEN_APPLIED);
3614 3671
3615 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3672 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3616 {
3617 if (who->type == PLAYER) 3673 if (who->type == PLAYER)
3618 { 3674 {
3619 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3675 who->failmsg (
3676 "Oops, it feels deadly cold! "
3677 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3678 );
3620 SET_FLAG (op, FLAG_KNOWN_CURSED); 3679 SET_FLAG (op, FLAG_KNOWN_CURSED);
3621 } 3680 }
3622 } 3681
3623 if (who->type == PLAYER) 3682 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); 3683 esrv_send_item (pl, op);
3629 } 3684
3630 return 0; 3685 return 0;
3631}
3632
3633
3634int
3635monster_apply_special (object *who, object *op, int aflags)
3636{
3637 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3638 return 1;
3639 return apply_special (who, op, aflags);
3640} 3686}
3641 3687
3642/** 3688/**
3643 * Map was just loaded, handle op's initialisation. 3689 * Map was just loaded, handle op's initialisation.
3644 * 3690 *
3648auto_apply (object *op) 3694auto_apply (object *op)
3649{ 3695{
3650 object *tmp = NULL, *tmp2; 3696 object *tmp = NULL, *tmp2;
3651 int i; 3697 int i;
3652 3698
3699 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3700
3653 switch (op->type) 3701 switch (op->type)
3654 { 3702 {
3655 case SHOP_FLOOR: 3703 case SHOP_FLOOR:
3656 if (!HAS_RANDOM_ITEMS (op)) 3704 if (!op->has_random_items ())
3657 return 0; 3705 return 0;
3658 3706
3659 do 3707 do
3660 { 3708 {
3661 i = 10; /* let's give it 10 tries */ 3709 i = 10; /* let's give it 10 tries */
3662 while ((tmp = generate_treasure (op->randomitems, 3710 while ((tmp = generate_treasure (op->randomitems,
3663 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3711 op->stats.exp
3712 ? (int) op->stats.exp
3713 : max (op->map->difficulty, 5)))
3714 == NULL && --i);
3715
3664 if (tmp == NULL) 3716 if (tmp == NULL)
3665 return 0; 3717 return 0;
3718
3666 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3719 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3667 { 3720 {
3668 tmp->destroy (); 3721 tmp->destroy ();
3669 tmp = NULL; 3722 tmp = NULL;
3670 } 3723 }
3673 3726
3674 tmp->x = op->x; 3727 tmp->x = op->x;
3675 tmp->y = op->y; 3728 tmp->y = op->y;
3676 SET_FLAG (tmp, FLAG_UNPAID); 3729 SET_FLAG (tmp, FLAG_UNPAID);
3677 insert_ob_in_map (tmp, op->map, NULL, 0); 3730 insert_ob_in_map (tmp, op->map, NULL, 0);
3678 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3679 identify (tmp); 3731 identify (tmp);
3680 break; 3732 break;
3681 3733
3682 case TREASURE: 3734 case TREASURE:
3683 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3735 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3684 return 0; 3736 return 0;
3685 3737
3686 while ((op->stats.hp--) > 0) 3738 while (op->stats.hp-- > 0)
3687 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3739 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); 3740 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3689 3741
3690 /* If we generated an object and put it in this object inventory, 3742 /* If we generated an object and put it in this object inventory,
3691 * move it to the parent object as the current object is about 3743 * move it to the parent object as the current object is about
3692 * to disappear. An example of this item is the random_* stuff 3744 * to disappear. An example of this item is the random_* stuff
3693 * that is put inside other objects. 3745 * that is put inside other objects.
3694 */ 3746 */
3695 for (tmp = op->inv; tmp; tmp = tmp2)
3696 {
3697 tmp2 = tmp->below;
3698 tmp->remove ();
3699
3700 if (op->env) 3747 if (op->env)
3701 insert_ob_in_ob (tmp, op->env); 3748 while (op->inv)
3702 else 3749 op->env->insert (op->inv);
3703 tmp->destroy ();
3704 }
3705 3750
3706 op->destroy (); 3751 op->destroy ();
3707 break; 3752 break;
3708 } 3753 }
3709 return tmp ? 1 : 0;
3710}
3711 3754
3755 return !!tmp;
3756}
3757
3712/** 3758/**
3713 * fix_auto_apply goes through the entire map (only the first time 3759 * fix_auto_apply goes through the entire map every time a map
3714 * when an original map is loaded) and performs special actions for 3760 * is loaded or swapped in and performs special actions for
3715 * certain objects (most initialization of chests and creation of 3761 * certain objects (most initialization of chests and creation of
3716 * treasures and stuff). Calls auto_apply if appropriate. 3762 * treasures and stuff). Calls auto_apply if appropriate.
3717 */ 3763 */
3718void 3764void
3719fix_auto_apply (maptile *m) 3765maptile::fix_auto_apply ()
3720{ 3766{
3721 object *tmp, *above = NULL; 3767 if (!spaces)
3722 int x, y;
3723
3724 if (m == NULL)
3725 return; 3768 return;
3726 3769
3727 for (x = 0; x < MAP_WIDTH (m); x++) 3770 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3728 for (y = 0; y < MAP_HEIGHT (m); y++) 3771 for (object *tmp = ms->bot; tmp; )
3729 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3730 { 3772 {
3731 above = tmp->above; 3773 object *above = tmp->above;
3732 3774
3733 if (tmp->inv) 3775 if (tmp->inv)
3734 { 3776 {
3735 object *invtmp, *invnext; 3777 object *invtmp, *invnext;
3736 3778
3737 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3779 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3738 { 3780 {
3739 invnext = invtmp->below; 3781 invnext = invtmp->below;
3740 3782
3741 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3783 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3742 auto_apply (invtmp); 3784 auto_apply (invtmp);
3743 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3785 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3744 { 3786 {
3745 while ((invtmp->stats.hp--) > 0) 3787 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); 3788 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3789
3790 invtmp->randomitems = NULL;
3791 }
3792 else if (invtmp && invtmp->arch
3793 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3794 {
3795 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3754 /* Need to clear this so that we never try to create 3796 /* Need to clear this so that we never try to create
3755 * treasure again for this object 3797 * treasure again for this object
3756 */ 3798 */
3757 invtmp->randomitems = NULL; 3799 invtmp->randomitems = NULL;
3758 } 3800 }
3759 } 3801 }
3802
3760 /* This is really temporary - the code at the bottom will 3803 /* This is really temporary - the code at the bottom will
3761 * also set randomitems to null. The problem is there are bunches 3804 * also set randomitems to null. The problem is there are bunches
3762 * of maps/players already out there with items that have spells 3805 * of maps/players already out there with items that have spells
3763 * which haven't had the randomitems set to null yet. 3806 * which haven't had the randomitems set to null yet.
3764 * MSW 2004-05-13 3807 * MSW 2004-05-13
3765 * 3808 *
3766 * And if it's a spellbook, it's better to set randomitems to NULL too, 3809 * And if it's a spellbook, it's better to set randomitems to NULL too,
3767 * else you get two spells in the book ^_- 3810 * else you get two spells in the book ^_-
3768 * Ryo 2004-08-16 3811 * Ryo 2004-08-16
3769 */ 3812 */
3770 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3813 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) 3814 || 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; 3815 tmp->randomitems = NULL;
3783 } 3816 }
3817
3818 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3819 auto_apply (tmp);
3820 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3821 {
3822 while ((tmp->stats.hp--) > 0)
3823 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3824 tmp->randomitems = NULL;
3825 }
3784 else if (tmp->type == TIMED_GATE) 3826 else if (tmp->type == TIMED_GATE)
3785 { 3827 {
3786 object *head = tmp->head != NULL ? tmp->head : tmp; 3828 object *head = tmp->head != NULL ? tmp->head : tmp;
3787 3829
3788 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3830 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3789 {
3790 tmp->speed = 0; 3831 tmp->set_speed (0);
3791 update_ob_speed (tmp);
3792 }
3793 } 3832 }
3794 /* This function can be called everytime a map is loaded, even when 3833 /* 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 3834 * 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 3835 * 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. 3836 * 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 3837 * This is a problem for the above objects, because they have counters
3799 * which say how many times to make the treasure. 3838 * which say how many times to make the treasure.
3800 */ 3839 */
3801 else if (tmp && tmp->arch && tmp->type != PLAYER 3840 else if (tmp && tmp->arch && tmp->type != PLAYER
3802 && tmp->type != TREASURE && tmp->type != SPELL 3841 && tmp->type != TREASURE && tmp->type != SPELL
3803 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3842 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3804 { 3843 {
3805 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3844 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3806 tmp->randomitems = NULL; 3845 tmp->randomitems = NULL;
3807 } 3846 }
3847
3848 // close all containers
3849 else if (tmp->type == CONTAINER)
3850 tmp->flag [FLAG_APPLIED] = 0;
3851
3852 tmp = above;
3808 } 3853 }
3809 3854
3810 for (x = 0; x < MAP_WIDTH (m); x++) 3855 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3811 for (y = 0; y < MAP_HEIGHT (m); y++) 3856 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)) 3857 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3814 check_trigger (tmp, tmp->above); 3858 check_trigger (tmp, tmp->above, tmp->above);
3815} 3859}
3816 3860
3817/** 3861/**
3818 * Handles player eating food that temporarily changes status (resistances, stats). 3862 * Handles player eating food that temporarily changes status (resistances, stats).
3819 * This used to call cast_change_attr(), but 3863 * This used to call cast_change_attr(), but
3820 * that doesn't work with the new spell code. Since we know what 3864 * that doesn't work with the new spell code. Since we know what
3821 * the food changes, just grab a force and use that instead. 3865 * the food changes, just grab a force and use that instead.
3822 */ 3866 */
3823
3824void 3867void
3825eat_special_food (object *who, object *food) 3868eat_special_food (object *who, object *food)
3826{ 3869{
3827 object *force; 3870 object *force;
3828 int i, did_one = 0; 3871 int i, did_one = 0;
3829 sint8 k;
3830 3872
3831 force = get_archetype (FORCE_NAME); 3873 char buf[64];
3874 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3875 shstr key (buf);
3832 3876
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 */ 3877 /* bigger morsel of food = longer effect time */
3857 force->stats.food = food->stats.food / 5; 3878 int duration = TIME2TICK (food->stats.food);
3858 SET_FLAG (force, FLAG_IS_USED_UP); 3879
3859 SET_FLAG (force, FLAG_APPLIED); 3880 if (force = who->force_find (key))
3860 change_abil (who, force); 3881 {
3861 insert_ob_in_ob (force, who); 3882 if (duration > fabs (force->speed_left / force->speed))
3883 {
3884 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3885 force->force_set_timer (duration);
3886 }
3887 else
3888 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3889
3890 return;
3862 } 3891 }
3863 else 3892 else
3893 {
3894 force = who->force_add (key, duration);
3895 force->name = key;
3896
3897 /* check if the food affects a stat */
3898 for (i = 0; i < NUM_STATS; i++)
3899 if (sint8 k = food->stats.stat (i))
3900 {
3901 force->stats.stat (i) = k;
3902 did_one = 1;
3903 }
3904
3905 /* check if we can protect the eater */
3906 for (i = 0; i < NROFATTACKS; i++)
3907 {
3908 if (food->resist[i] > 0)
3909 {
3910 force->resist[i] = food->resist[i];
3911 did_one = 1;
3912 }
3913 }
3914
3915 if (did_one)
3916 {
3917 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3918
3919 /* make the force take effect and report effects to user */
3920 change_abil (who, force);
3921 }
3922 else
3864 force->destroy (); 3923 force->destroy ();
3924 }
3865 3925
3866 /* check for hp, sp change */ 3926 /* check for hp, sp change */
3867 if (food->stats.hp != 0) 3927 if (food->stats.hp != 0)
3868 { 3928 {
3869 if (QUERY_FLAG (food, FLAG_CURSED)) 3929 if (QUERY_FLAG (food, FLAG_CURSED))
3870 { 3930 {
3871 strcpy (who->contr->killer, food->name); 3931 who->contr->killer = food;
3872 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3932 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3873 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3933 who->failmsg ("Eck!...that was poisonous!");
3874 } 3934 }
3875 else 3935 else
3876 { 3936 {
3877 if (food->stats.hp > 0) 3937 if (food->stats.hp > 0)
3878 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3938 who->statusmsg ("You begin to feel better.");
3879 else 3939 else
3880 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3940 who->failmsg ("Eck!...that was poisonous!");
3941
3881 who->stats.hp += food->stats.hp; 3942 who->stats.hp += food->stats.hp;
3882 } 3943 }
3883 } 3944 }
3945
3884 if (food->stats.sp != 0) 3946 if (food->stats.sp != 0)
3885 { 3947 {
3886 if (QUERY_FLAG (food, FLAG_CURSED)) 3948 if (QUERY_FLAG (food, FLAG_CURSED))
3887 { 3949 {
3888 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3950 who->failmsg ("You are drained of mana!");
3889 who->stats.sp -= food->stats.sp; 3951 who->stats.sp -= food->stats.sp;
3890 if (who->stats.sp < 0) 3952 if (who->stats.sp < 0)
3891 who->stats.sp = 0; 3953 who->stats.sp = 0;
3892 } 3954 }
3893 else 3955 else
3894 { 3956 {
3895 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3957 who->statusmsg ("You feel a rush of magical energy!");
3896 who->stats.sp += food->stats.sp; 3958 who->stats.sp += food->stats.sp;
3897 /* place limit on max sp from food? */ 3959 /* place limit on max sp from food? */
3898 } 3960 }
3899 } 3961 }
3900 fix_player (who);
3901}
3902 3962
3903 3963 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} 3964}
4031 3965
4032void 3966void
4033apply_changes_to_player (object *pl, object *change) 3967apply_changes_to_player (object *pl, object *change)
4034{ 3968{
4051 */ 3985 */
4052 int i, j; 3986 int i, j;
4053 3987
4054 for (i = 0; i < NUM_STATS; i++) 3988 for (i = 0; i < NUM_STATS; i++)
4055 { 3989 {
4056 sint8 stat = get_attr_value (stats, i); 3990 int race_bonus = pl->arch->stats.stat (i);
4057 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3991 sint8 stat = stats->stat (i) + ns->stat (i);
4058 3992
4059 stat += get_attr_value (ns, i);
4060 if (stat > 20 + race_bonus) 3993 if (stat > 20 + race_bonus)
4061 { 3994 {
4062 excess_stat++; 3995 excess_stat++;
4063 stat = 20 + race_bonus; 3996 stat = 20 + race_bonus;
4064 } 3997 }
4065 set_attr_value (stats, i, stat); 3998
3999 stats->stat (i) = stat;
4066 } 4000 }
4067 4001
4068 for (j = 0; excess_stat > 0 && j < 100; j++) 4002 for (j = 0; excess_stat > 0 && j < 100; j++)
4069 { /* try 100 times to assign excess stats */ 4003 { /* try 100 times to assign excess stats */
4070 int i = rndm (0, 6); 4004 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 4005
4074 if (i == CHA) 4006 if (i == CHA)
4075 continue; /* exclude cha from this */ 4007 continue; /* exclude cha from this */
4008
4009 int stat = stats->stat (i);
4010 int race_bonus = pl->arch->stats.stat (i);
4076 if (stat < 20 + race_bonus) 4011 if (stat < 20 + race_bonus)
4077 { 4012 {
4078 change_attr_value (stats, i, 1); 4013 change_attr_value (stats, i, 1);
4079 excess_stat--; 4014 excess_stat--;
4080 } 4015 }
4081 } 4016 }
4082 4017
4083 /* insert the randomitems from the change's treasurelist into 4018 /* insert the randomitems from the change's treasurelist into
4084 * the player ref: player.c 4019 * the player ref: player.c
4085 */ 4020 */
4086 if (change->randomitems != NULL) 4021 if (change->randomitems)
4087 give_initial_items (pl, change->randomitems); 4022 give_initial_items (pl, change->randomitems);
4088
4089 4023
4090 /* set up the face, for some races. */ 4024 /* set up the face, for some races. */
4091 4025
4092 /* first, look for the force object banning 4026 /* first, look for the force object banning
4093 * changing the face. Certain races never change face with class. 4027 * changing the face. Certain races never change face with class.
4094 */ 4028 */
4095 for (walk = pl->inv; walk != NULL; walk = walk->below) 4029 for (walk = pl->inv; walk; walk = walk->below)
4096 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4030 if (walk->name == shstr_NOCLASSFACECHANGE)
4097 flag_change_face = 0; 4031 flag_change_face = 0;
4098 4032
4099 if (flag_change_face) 4033 if (flag_change_face)
4100 { 4034 {
4101 pl->animation_id = GET_ANIM_ID (change);
4102 pl->face = change->face; 4035 pl->face = change->face;
4103 4036 pl->animation_id = change->animation_id;
4104 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4037 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4105 SET_FLAG (pl, FLAG_ANIMATE);
4106 else
4107 CLEAR_FLAG (pl, FLAG_ANIMATE);
4108 } 4038 }
4109 4039
4110 /* check the special case of can't use weapons */ 4040 /* check the special case of can't use weapons */
4111 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4041 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4112 if (!strcmp (change->name, "monk")) 4042 if (change->name == shstr_monk)
4113 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4043 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4114 4044
4115 break; 4045 break;
4116 } 4046 }
4117 } 4047 }
4118} 4048}
4119 4049
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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