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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.214 by root, Tue Nov 10 05:11:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
56 * subtype 5: arch or race 54 * subtype 5: arch or race
57 * subtype 7: all three 55 * subtype 7: all three
58 */ 56 */
59 if (op->subtype) 57 if (op->subtype)
60 { 58 {
61 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
62 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
63 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
64 } 62 }
65 else 63 else
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
96 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
97 */ 94 */
98static int 95static int
99apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
100{ 97{
101 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
102 int success = 0;
103 99
104 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
105 return 0; 101 return 0;
106 102
107 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
108 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
109 */ 105 */
110 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
111 return 0; 107 return 0;
112 108
113 marked = find_marked_object (pl);
114 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
115 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
116 */ 111 */
112 if (object *marked = find_marked_object (pl))
117 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
118 { 114 {
119 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
120 { 116 {
121 identify (marked); 117 identify (marked);
122 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
123 if (marked->msg) 120 if (marked->msg)
124 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
125 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
126 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
127 } 124 }
128 return money == NULL;
129 } 125 }
130 }
131 126
132 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
133 { 128 {
134 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
135 { 130 {
136 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
137 { 132 {
138 identify (id); 133 identify (id);
139 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
140 if (id->msg) 136 if (id->msg)
141 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
142 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
143 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
144 }
145 success = 1;
146 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
147 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
148 break; 141 break;
149 } 142 }
150 else 143 else
151 { 144 {
152 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
153 break; 146 break;
154 } 147 }
155 } 148 }
156 } 149 }
157 if (!success) 150
158 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
159 return money == NULL; 156 return !money;
160} 157}
161 158
162/** 159/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 161 * matching item.
165 **/ 162 **/
166static void 163void
167handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
168{ 165{
169 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
170 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
171 yield = get_ob_key_value (tmp, "on_use_yield");
172 if (yield != NULL)
173 {
174 object *drop = get_archetype (yield);
175
176 if (tmp->env)
177 {
178 drop = insert_ob_in_ob (drop, tmp->env);
179 if (tmp->env->type == PLAYER)
180 esrv_send_item (tmp->env, drop);
181 }
182 else
183 {
184 drop->x = tmp->x;
185 drop->y = tmp->y;
186 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
187 }
188 }
189} 168}
190 169
191/** 170/**
192 * Handles applying a potion. 171 * Handles applying a potion.
193 */ 172 */
195apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
196{ 175{
197 int got_one = 0, i; 176 int got_one = 0, i;
198 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
199 178
200 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
201 180
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 182 {
204 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
206 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
207 return 0; 186 return 0;
208 } 187 }
209 188
210 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 object *depl; 198 object *depl;
220 archetype *at; 199 archetype *at;
221 200
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 202 {
224 drain_stat (op); 203 op->drain_stat ();
225 fix_player (op); 204 op->update_stats ();
226 decrease_ob (tmp); 205 tmp->decrease ();
227 return 1; 206 return 1;
228 } 207 }
229 208
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (shstr_depletion)))
231 { 210 {
232 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 212 return 0;
234 } 213 }
214
235 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
236 216
237 if (depl != NULL) 217 if (depl)
238 { 218 {
239 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
242 222
243 depl->destroy (); 223 depl->destroy ();
244 fix_player (op); 224 op->update_stats ();
245 } 225 }
246 else 226 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
248 228
249 decrease_ob (tmp); 229 tmp->decrease ();
250 return 1; 230 return 1;
251 } 231 }
252 232
253 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
254 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
255 { 235 {
256 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
257 { 237 {
258 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
259 { 239 {
260 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
261 { 241 {
262 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
263 break; 243 break;
264 } 244 }
245
265 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
266 { 247 {
267 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
268 break; 249 break;
269 } 250 }
251
270 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
271 { 253 {
272 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
273 break; 255 break;
274 } 256 }
278 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
279 { 261 {
280 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
281 break; 263 break;
282 } 264 }
265
283 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
284 { 267 {
285 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
286 break; 269 break;
287 } 270 }
271
288 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
289 { 273 {
290 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
291 break; 275 break;
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
303 { 287 {
304 fix_player (op); 288 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
308 } 292 }
309 else 293 else
310 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
311 } 295 }
312 else 296 else
313 { /* cursed potion */ 297 { /* cursed potion */
314 if (got_one) 298 if (got_one)
315 { 299 {
316 fix_player (op); 300 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
318 } 302 }
319 else 303 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
338 322 create_exploding_ball_at (op, op->level);
339 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
340 /* Explodes a fireball centered at player */
341 fball = get_archetype (EXPLODING_FIREBALL);
342 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
344 fball->x = op->x;
345 fball->y = op->y;
346 insert_ob_in_map (fball, op->map, NULL, 0);
347 } 323 }
348 else 324 else
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 326
351 decrease_ob (tmp); 327 tmp->decrease ();
328
352 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 331 op->update_stats ();
332
355 return 1; 333 return 1;
356 } 334 }
357 335
358 /* Deal with protection potions */ 336 /* Deal with protection potions */
359 force = NULL; 337 force = NULL;
361 { 339 {
362 if (tmp->resist[i]) 340 if (tmp->resist[i])
363 { 341 {
364 if (!force) 342 if (!force)
365 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
366 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
367 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
368 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
369 } 348 }
370 } 349 }
350
371 /* This is a protection potion */ 351 /* This is a protection potion */
372 if (force) 352 if (force)
373 { 353 {
374 /* cursed items last longer */ 354 /* cursed items last longer */
375 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
377 force->stats.food *= 10; 357 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 361 }
362
382 force->speed_left = -1; 363 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 367 change_abil (op, force);
387 decrease_ob (tmp); 368 tmp->decrease ();
388 return 1; 369 return 1;
389 } 370 }
390 371
391 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
392 if (op->type == PLAYER) 373 if (op->type == PLAYER)
393 { /* only for players */ 374 { /* only for players */
394 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
395 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
396 else 379 else
397 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
398 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
399 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
400 } 384 }
401 385
402 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
403 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 389 * up all the stats.
406 */ 390 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 392 op->update_stats ();
409 decrease_ob (tmp); 393 tmp->decrease ();
410 return 1; 394 return 1;
411} 395}
412 396
413/**************************************************************************** 397/****************************************************************************
414 * Weapon improvement code follows 398 * Weapon improvement code follows
415 ****************************************************************************/ 399 ****************************************************************************/
416 400
417/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
418 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
419 */ 418 */
420static int 419static int
421check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
422{ 421{
423 int count = 0; 422 int count = 0;
424 423
425 424 if (!item)
426 if (item == NULL)
427 return 0; 425 return 0;
428 op = op->below; 426
429 while (op != NULL) 427 for (op = op->below; op; op = op->below)
430 { 428 if (op->arch->archname == item)
431 if (strcmp (op->arch->name, item) == 0)
432 {
433 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
434 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
435 {
436 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
437 count++;
438 else
439 count += op->nrof; 431 count += op->number_of ();
440 } 432
441 }
442 op = op->below;
443 }
444 return count; 433 return count;
445} 434}
446 435
447/** 436/**
448 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
449 * op is typically the player, which is only 438 * op is typically the player, which is only
450 * really used to determine what space to look at. 439 * really used to determine what space to look at.
451 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
452 */ 441 */
453static void 442static void
454eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
455{ 444{
456 object *prev; 445 object *prev;
457 446
458 prev = op; 447 prev = op;
459 op = op->below; 448 op = op->below;
460 449
461 while (op != NULL) 450 while (op)
462 { 451 {
463 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
464 { 453 {
465 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
466 { 455 {
467 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
468 return; 457 return;
469 } 458 }
470 else 459 else
471 { 460 {
472 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
473 nrof -= op->nrof; 462 nrof -= op->nrof;
474 } 463 }
464
475 op = prev; 465 op = prev;
476 } 466 }
467
477 prev = op; 468 prev = op;
478 op = op->below; 469 op = op->below;
479 } 470 }
480} 471}
481 472
482/** 473/**
483 * This checks to see of the player (who) is sufficient level to use a weapon
484 * with improvs improvements (typically last_eat). We take an int here
485 * instead of the object so that the improvement code can pass along the
486 * increased value to see if the object is usuable.
487 * we return 1 (true) if the player can use the weapon.
488 */
489static int
490check_weapon_power (const object *who, int improvs)
491{
492
493/* Old code is below (commented out). Basically, since weapons are the only
494 * object players really have any control to improve, it's a bit harsh to
495 * require high level in some combat skill, so we just use overall level.
496 */
497#if 1
498 if (((who->level / 5) + 5) >= improvs)
499 return 1;
500 else
501 return 0;
502
503#else
504 int level = 0;
505
506 /* The skill system hands out wc and dam bonuses to fighters
507 * more generously than the old system (see fix_player). Thus
508 * we need to curtail the power of player enchanted weapons.
509 * I changed this to 1 improvement per "fighter" level/5 -b.t.
510 * Note: Nothing should break by allowing this ratio to be different or
511 * using normal level - it is just a matter of play balance.
512 */
513 if (who->type == PLAYER)
514 {
515 object *wc_obj = NULL;
516
517 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
518 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
519 level = wc_obj->level;
520
521 if (!level)
522 {
523 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
524 level = who->level;
525 }
526 }
527 else
528 level = who->level;
529
530 return (improvs <= ((level / 5) + 5));
531#endif
532}
533
534/**
535 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
536 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
537 */ 476 */
538static int 477static int
539check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
540{ 479{
541 int count = 0; 480 int count = 0;
542 481
543 if (improver->slaying != NULL) 482 if (improver->slaying)
544 { 483 {
545 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
546 if (count < 1) 485 if (count < 1)
547 { 486 {
548 char buf[200];
549
550 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
551 new_draw_info (NDI_UNIQUE, 0, op, buf);
552 return 0; 488 return 0;
553 } 489 }
554 } 490 }
555 else 491 else
556 count = 1; 492 count = 1;
559} 495}
560 496
561/** 497/**
562 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
563 */ 499 */
564int 500static int
565improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
566{ 502{
567
568 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
569 *stat += sacrifice_count; 503 stat += sacrifice_count;
570 weapon->last_eat++; 504 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
572 decrease_ob (improver);
573 506
574 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
575 fix_player (op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
576 return 1; 516 return 1;
577} 517}
578 518
579/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
581#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 524#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 526#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 529#define IMPROVE_INT 10
590#define IMPROVE_POW 11 530#define IMPROVE_POW 11
591
592 531
593/** 532/**
594 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
596 */ 535 */
597 536static int
598int
599prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
600{ 538{
601 int sacrifice_count, i; 539 int sacrifice_count, i;
602 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
603 541
604 if (weapon->level != 0) 542 if (weapon->level != 0)
605 { 543 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
607 return 0; 545 return 0;
608 } 546 }
547
609 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 549 if (weapon->resist[i])
611 break; 550 break;
612 551
613 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
616 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
617 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
618 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
619 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
620 { 559 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
622 return 0; 563 return 0;
623 } 564 }
565
624 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
626 return 0; 568 return 0;
569
627 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
630 572
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
632 578
633 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
634 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
635 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
636 slot at once! */ 582 slot at once! */
637 decrease_ob (improver); 583 improver->decrease ();
638 weapon->last_eat = 0; 584 weapon->last_eat = 0;
639 return 1; 585 return 1;
640} 586}
641
642 587
643/** 588/**
644 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
645 * This is the new improve weapon code. 590 * This is the new improve weapon code.
646 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
649 * 594 *
650 * We are hiding extra information about the weapon in the level and 595 * 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 ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
652 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
653 */ 598 */
654int 599static int
655improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
656{ 601{
657 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
658 603
659 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
660 {
661 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
662 } 606
663 if (weapon->level == 0) 607 if (weapon->level == 0)
664 { 608 {
665 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
666 return 0; 612 return 0;
667 } 613 }
668 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
669 { 617 {
670 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
671 return 0; 619 return 0;
672 } 620 }
673 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
674 { 624 {
675 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
676 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
677 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
678 return 0; 628 return 0;
679 } 629 }
630
680 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
681 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
682 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
683 * weapon can be improved. 634 * weapon can be improved.
684 */ 635 */
685 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
686 { 637 {
687 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
688 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
689 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
690 weapon->last_eat++; 641 weapon->last_eat++;
691 642
692 weapon->item_power++; 643 weapon->item_power++;
693 decrease_ob (improver); 644 improver->decrease ();
694 return 1; 645 return 1;
695 } 646 }
647
696 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
697 { 649 {
698 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
699 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
700 if (weapon->weight < 1) 652 if (weapon->weight < 1)
701 weapon->weight = 1; 653 weapon->weight = 1;
654
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
703 weapon->last_eat++; 656 weapon->last_eat++;
704 weapon->item_power++; 657 weapon->item_power++;
705 decrease_ob (improver); 658 improver->decrease ();
706 return 1; 659 return 1;
707 } 660 }
661
708 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
709 { 663 {
710 weapon->magic++; 664 weapon->magic++;
711 weapon->last_eat++; 665 weapon->last_eat++;
712 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
713 decrease_ob (improver); 667 improver->decrease ();
714 weapon->item_power++; 668 weapon->item_power++;
715 return 1; 669 return 1;
716 } 670 }
717 671
718 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
723 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
724 678
725 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
726 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
727 { 681 {
728 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
729 return 0; 683 return 0;
730 } 684 }
685
731 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
732 weapon->item_power++; 687 weapon->item_power++;
733 688
734 switch (improver->stats.sp) 689 switch (improver->stats.sp)
735 { 690 {
736 case IMPROVE_STR:
737 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
738 case IMPROVE_DEX:
739 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
740 case IMPROVE_CON:
741 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
742 case IMPROVE_WIS:
743 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
744 case IMPROVE_CHA:
745 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
746 case IMPROVE_INT:
747 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
748 case IMPROVE_POW:
749 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
750 default: 698 default:
751 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
752 } 700 }
701
753 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
754 return 0; 703 return 0;
755} 704}
756 705
757/** 706/**
758 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
759 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
760 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
761 */ 710 */
762int 711static int
763check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
764{ 713{
765 object *otmp; 714 object *otmp;
766 715
767 if (op->type != PLAYER) 716 if (op->type != PLAYER)
768 return 0; 717 return 0;
718
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 720 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
772 return 0; 722 return 0;
773 } 723 }
724
774 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
775 if (!otmp) 727 if (!otmp)
776 { 728 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
778 return 0; 730 return 0;
779 } 731 }
732
780 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 734 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
783 return 0; 736 return 0;
784 } 737 }
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
786 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
788 return 1; 743 return 1;
789} 744}
790 745
808 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
809 * the users level or 90) 764 * the users level or 90)
810 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
811 * changing of physical area right now. 766 * changing of physical area right now.
812 */ 767 */
813int 768static int
814improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
815{ 770{
816 object *tmp; 771 object *tmp;
817 772
818 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
819 { 774 {
820 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
821 return 0; 776 return 0;
822 } 777 }
778
823 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
824 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
825 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
826 * of gnarg and what not?) 782 * of gnarg and what not?)
827 */ 783 */
828 if (armour->title) 784 if (armour->title)
829 { 785 {
830 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
831 return 0; 787 return 0;
832 } 788 }
833 789
834 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
835 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
836 */ 792 */
837 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
838 tmp = get_split_ob (armour, armour->nrof - 1);
839 else
840 tmp = NULL;
841 794
842 armour->magic++; 795 armour->magic++;
843 796
844 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
845 { 798 {
850 { 803 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 805 pow++;
853 } 806 }
854 807
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 809 }
857 else 810 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 812
860 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
861 { 814 {
862 int base = 100; 815 int base = 100;
863 int pow = 0; 816 int pow = 0;
866 { 819 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 821 pow++;
869 } 822 }
870 823
871 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
872 } 825 }
873 else 826 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 828
876 if (armour->weight <= 0) 829 if (armour->weight <= 0)
877 { 830 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 832 armour->weight = 1;
880 } 833 }
881 834
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 836
884 if (op->type == PLAYER) 837 if (op->type == PLAYER)
885 { 838 {
886 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 842 op->update_stats ();
889 } 843 }
890 decrease_ob (improver); 844
845 improver->decrease ();
846
891 if (tmp) 847 if (tmp)
892 { 848 op->insert (tmp);
893 insert_ob_in_ob (tmp, op); 849
894 esrv_send_item (op, tmp);
895 }
896 return 1; 850 return 1;
897} 851}
898
899 852
900/* 853/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
903 */ 856 *
904#define CONV_FROM(xyz) xyz->slaying
905#define CONV_TO(xyz) xyz->other_arch
906#define CONV_NR(xyz) xyz->stats.sp
907#define CONV_NEED(xyz) xyz->stats.food
908
909/* Takes one items and makes another. 857 * Takes one type of items and makes another.
910 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
911 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
912 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
913 */ 861 */
914int 862int
915convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
916{ 864{
917 int nr = 0; 865 sint64 nr = 0, price_in;
918 uint32 price_in; 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
919 874
920 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
923 */ 878 */
924 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
925 { 880 {
926 int cost;
927
928 if (item->type != MONEY) 881 if (item->type != MONEY)
929 return 0; 882 return 0;
930 883
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr) 885 if (!nr)
933 return 0; 886 return 0;
934 cost = nr * CONV_NEED (converter) / item->value; 887
935 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
936 if (nr * CONV_NEED (converter) % item->value) 889
937 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
938 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
939 893
940 price_in = cost * item->value; 894 price_in = cost * item->value;
941 } 895 }
942 else 896 else
943 { 897 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
946 return 0; 901 return 0;
947 902
948 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
949 { 906 {
950 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
952 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
953 } 910 }
954 else 911 else
955 { 912 {
956 price_in = item->value; 913 price_in = item->value;
957 item->destroy (); 914 item->destroy ();
958 } 915 }
959 } 916 }
960 917
961 if (converter->inv != NULL) 918 if (converter->inv)
962 { 919 {
963 object *ob; 920 object *ob;
964 int i; 921 int i;
965 object *ob_to_copy; 922 object *ob_to_copy;
966 923
967 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 928 ob_to_copy = ob;
974 } 929
975 } 930 item = ob_to_copy->deep_clone ();
976 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 933 }
980 else 934 else
981 { 935 {
982 if (converter->other_arch == NULL) 936 if (!conv_to)
983 { 937 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 940 return -1;
987 } 941 }
988 942
989 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 945 }
992 946
993 if (CONV_NR (converter)) 947 if (give)
994 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
995 if (nr) 950 if (nr)
996 item->nrof *= nr; 951 item->nrof *= nr;
997 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
998 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
999 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1000 { 965 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1002 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 968 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1007 */ 971 */
1008 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 980 return 1;
1011} 981}
1012 982
1013/** 983/**
1014 * Handle apply on containers. 984 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1018 */ 988 */
1019 989static int
1020int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 993 return 0; /* This might change */
1028 994
1029 if (sack == NULL || sack->type != CONTAINER) 995 if (!sack || sack->type != CONTAINER)
1030 { 996 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 998 return 0;
1033 } 999 }
1034 1000
1035 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1036 1002
1037 if (sack->env != op) 1003 if (sack->env && sack->env != op)
1004 {
1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1006 return 1;
1038 { 1007 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1008
1009 // already applied == open on ground, or open in inv, or active in inv
1010 if (sack->flag [FLAG_APPLIED])
1011 {
1012 if (op->container_ () == sack)
1040 { 1013 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1014 // open on ground or inv, so close
1015 op->close_container ();
1042 return 1; 1016 return 1;
1043 } 1017 }
1044 1018 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1;
1057 }
1058 }
1059 } 1019 {
1060 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1061 { 1023 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1024
1082 if (tmp && tmp->type == CLOSE_CON) 1025 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1026 }
1027 else if (sack->env)
1028 {
1029 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1030 op->close_container ();
1091 { 1031 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1032 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1094 tmp = op->container; 1034 return 1;
1095 apply_container (op, tmp); 1035 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1036
1097 op->container = sack; 1037 // it's locked?
1098 strcat (buf, query_name (sack)); 1038 if (sack->slaying)
1099 strcat (buf, "."); 1039 {
1100 } 1040 if (object *tmp = find_key (op, op, sack))
1101 else 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1042 else
1109 { 1043 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1045 return 1;
1146 } 1046 }
1147 }
1148 } 1047 }
1149 1048
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1049 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1050
1155 return 1; 1051 return 1;
1156} 1052}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1053
1283/** 1054/**
1284 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1286 */ 1057 */
1289{ 1060{
1290 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1291 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1292 return 0; 1063 return 0;
1293 1064
1294 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1295 { 1066 {
1296 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1297 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1298 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1299 */ 1070 */
1300 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1301 { 1072 {
1302 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1303 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1304 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1305 * old maps. 1076 * old maps.
1306 */ 1077 */
1307 1078
1308/* push_button (altar);*/ 1079/* push_button (altar);*/
1309 } 1080 }
1310 else 1081 else
1311 { 1082 {
1312 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1313 push_button (altar); 1084 push_button (altar, originator);
1314 } 1085 }
1315 1086
1316 return !sacrifice; 1087 return !sacrifice;
1317 } 1088 }
1318 else 1089 else
1333 double opinion; 1104 double opinion;
1334 object *tmp, *next; 1105 object *tmp, *next;
1335 1106
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 1108
1338 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1339 { 1121 {
1340 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1342 * the shop. 1124 * the shop.
1343 */ 1125 */
1347 1129
1348 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1349 { 1131 {
1350 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1351 1133
1134 if (i >= 0)
1352 tmp->remove (); 1135 tmp->move (i);
1353
1354 if (i == -1)
1355 i = 0;
1356
1357 tmp->map = op->map;
1358 tmp->x = op->x + freearr_x[i];
1359 tmp->y = op->y + freearr_y[i];
1360 insert_ob_in_map (tmp, op->map, op, 0);
1361 } 1136 }
1362 } 1137 }
1363 1138
1364 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1365 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1368 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1370 */ 1145 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372 { 1147 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 1150
1377 if (i != -1) 1151 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1379 1153
1380 return 0; 1154 return 0;
1381 } 1155 }
1156
1382 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1383 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1384 */ 1159 */
1385 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1386 } 1161 }
1387 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1388 { 1163 {
1389 /* this is only used for players */ 1164 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1391 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1392 if (shop_mat->msg) 1174 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1396 * actually the shop floor. 1178 * actually the shop floor.
1397 */ 1179 */
1398 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1399 { 1181 {
1400 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1401 1183
1402 if (opinion > 0.9) 1184 op->statusmsg (
1403 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1404 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1405 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1406 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1407 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1408 else 1189 );
1409 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1410 } 1190 }
1411 } 1191 }
1412 else 1192 else
1413 { 1193 {
1414 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 1196 * they are not on the mat anymore
1417 */ 1197 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 1199
1420 if (i == -1) 1200 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 1202 else
1425 { 1203 {
1426 op->remove (); 1204 op->remove ();
1427 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1438 * Handles applying a sign. 1216 * Handles applying a sign.
1439 */ 1217 */
1440static void 1218static void
1441apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1442{ 1220{
1443 readable_message_type *msgType; 1221 if (!op->is_player())
1444 char newbuf[HUGE_BUF]; 1222 return;
1445 1223
1446 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1447 { 1225 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1449 return; 1227 return;
1450 } 1228 }
1451 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1452 if (sign->stats.food) 1239 if (sign->stats.food)
1453 { 1240 {
1454 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1455 { 1242 {
1456 if (!sign->move_on) 1243 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1458 return; 1246 return;
1459 } 1247 }
1460 1248
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462 sign->last_eat++; 1250 sign->last_eat++;
1467 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1468 * to us). 1256 * to us).
1469 */ 1257 */
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1259 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1473 return; 1261 return;
1474 } 1262 }
1475 msgType = get_readable_message_type (sign); 1263
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1478} 1306}
1479 1307
1480/** 1308/**
1481 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1496 return; 1324 return;
1497 1325
1498 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1499 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1500 */ 1328 */
1501 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1502 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1503 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1504 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1505 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1506 */ 1334 */
1507 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1508 { 1336 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1339 return;
1512 } 1340 }
1341
1513 recursion_depth++; 1342 recursion_depth++;
1514 if (trap->head) 1343 if (trap->head)
1515 trap = trap->head; 1344 trap = trap->head;
1516 1345
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1518 goto leave;
1519
1520 switch (trap->type) 1347 switch (trap->type)
1521 { 1348 {
1522 case PLAYERMOVER: 1349 case PLAYERMOVER:
1523 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1524 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1525 if (!trap->stats.maxsp) 1423 if (!trap->value)
1526 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1527 1426
1528 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1529 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1530 */ 1442 */
1531 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1532 1444
1533 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1534 * above with some objects have zero speed, and thus the player 1446 {
1535 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1536 */ 1456 }
1537 if (victim->speed_left < -50.0) 1457 break;
1538 victim->speed_left = -50.0;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1458 }
1541 goto leave;
1542 1459
1543 case SPINNER: 1460 case CONVERTER:
1544 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1545 {
1546 victim->direction = absdir (victim->direction - trap->stats.sp);
1547 update_turn_face (victim);
1548 }
1549 goto leave;
1550
1551 case DIRECTOR:
1552 if (victim->direction && !should_director_abort (trap, victim))
1553 {
1554 victim->direction = trap->stats.sp;
1555 update_turn_face (victim);
1556 }
1557 goto leave;
1558
1559 case BUTTON:
1560 case PEDESTAL:
1561 update_button (trap);
1562 goto leave;
1563
1564 case ALTAR:
1565 /* sacrifice victim on trap */
1566 apply_altar (trap, victim, originator);
1567 goto leave;
1568
1569 case THROWN_OBJ:
1570 if (trap->inv == NULL)
1571 goto leave;
1572 /* fallthrough */
1573
1574 case ARROW:
1575 /* bad bug: monster throw a object, make a step forwards, step on object ,
1576 * trigger this here and get hit by own missile - and will be own enemy.
1577 * Victim then is his own enemy and will start to kill herself (this is
1578 * removed) but we have not synced victim and his missile. To avoid senseless
1579 * action, we avoid hits here
1580 */
1581 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1582 hit_with_arrow (trap, victim);
1583 goto leave;
1584
1585 case SPELL_EFFECT:
1586 apply_spell_effect (trap, victim);
1587 goto leave;
1588
1589 case TRAPDOOR:
1590 {
1591 int max, sound_was_played;
1592 object *ab, *ab_next;
1593
1594 if (!trap->value)
1595 { 1462 {
1596 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1597 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1598 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1599 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1600 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1601
1602 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1603 goto leave;
1604
1605 SET_ANIMATION (trap, trap->value);
1606 update_object (trap, UP_OBJ_FACE);
1607 } 1465 }
1608 1466
1609 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1610 { 1489 {
1611 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1612 * ab->above would be bogus 1491 * players output.
1613 */ 1492 */
1614 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1615 1495
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1617 { 1497 victim->enter_exit (trap);
1618 if (!sound_was_played)
1619 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1621 sound_was_played = 1;
1622 }
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 }
1626 } 1498 }
1627 goto leave; 1499 break;
1628 }
1629 1500
1630
1631 case CONVERTER:
1632 if (convert_item (victim, trap) < 0)
1633 {
1634 object *op;
1635
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 }
1645 }
1646 goto leave;
1647
1648 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR:
1651 check_trigger (trap, victim);
1652 goto leave;
1653
1654 case DEEP_SWAMP:
1655 walk_on_deep_swamp (trap, victim);
1656 goto leave;
1657
1658 case CHECK_INV:
1659 check_inv (victim, trap);
1660 goto leave;
1661
1662 case HOLE:
1663 /* Hole not open? */
1664 if (trap->stats.wc > 0)
1665 goto leave;
1666
1667 /* Is this a multipart monster and not the head? If so, return.
1668 * Processing will happen if the head runs into the pit
1669 */
1670 if (victim->head)
1671 goto leave;
1672
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave;
1677
1678 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 {
1681 /* Basically, don't show exits leading to random maps the
1682 * players output.
1683 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1686 enter_exit (victim, trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER: 1501 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1692 goto leave; 1503 break;
1693 1504
1694 case SHOP_MAT: 1505 case SHOP_MAT:
1695 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1696 goto leave; 1507 break;
1697 1508
1698 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1701 goto leave; 1512 break;
1702 1513
1703 case SIGN: 1514 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1706 1517
1707 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1708 goto leave; 1519 break;
1709 1520
1710 case CONTAINER: 1521 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1715 goto leave; 1523 break;
1716 1524
1717 case RUNE: 1525 case RUNE:
1718 case TRAP: 1526 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1722 } 1529 break;
1723 goto leave;
1724 1530
1725 default: 1531 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1534 break;
1729 } 1535 }
1730 1536
1731leave:
1732 recursion_depth--; 1537 recursion_depth--;
1733} 1538}
1734 1539
1735/** 1540/**
1736 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1741 int lev_diff; 1546 int lev_diff;
1742 object *skill_ob; 1547 object *skill_ob;
1743 1548
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1550 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1747 return; 1552 return;
1748 } 1553 }
1554
1749 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1750 { 1556 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1752 return; 1558 return;
1753 } 1559 }
1754 1560
1755 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1563 if (!skill_ob)
1758 { 1564 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1566 return;
1761 } 1567 }
1568
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1571 {
1765 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1771 else if (lev_diff < 8)
1772 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1773 else if (lev_diff < 15)
1774 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1777 return; 1578 return;
1778 } 1579 }
1779 1580
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1582
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1783 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1785 1586
1786 /* gain xp from reading */ 1587 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1589 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1792 { 1593 {
1793 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1794 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1795 1596
1796 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1797 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1799 else
1800 op->contr->socket->floorbox_update ();
1801 } 1599 }
1802 1600
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 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 */
1805 } 1603 }
1806} 1604}
1807 1605
1808/** 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/**
1809 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1810 * 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
1811 */ 1662 */
1812static void 1663static void
1813apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1814{ 1665{
1815 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1816 { 1667 {
1817 case 0: 1668 case 0:
1818 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1819 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)));
1820 return; 1671 break;
1821 1672
1822 case 1: 1673 case 1:
1823 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1824 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));
1825 return; 1677 break;
1826 1678
1827 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1828 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)));
1829 decrease_ob (tmp);
1830 return; 1683 break;
1831 } 1684 }
1832} 1685}
1833 1686
1834/** 1687/**
1835 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1855 return; 1708 return;
1856 } 1709 }
1857 return; 1710 return;
1858 } 1711 }
1859 1712
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1861 tmp = spell->clone (); 1715 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1863 1717
1864 if (special_prayer) 1718 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1884 { 1738 {
1885 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1886 return; 1740 return;
1887 } 1741 }
1888 1742
1889 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));
1890 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1891 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1746 spob->destroy ();
1893} 1747}
1894 1748
1902{ 1756{
1903 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1904 1758
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1760 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1908 return; 1762 return;
1909 } 1763 }
1910 1764
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1767 * legacy spellbooks
1914 */ 1768 */
1915
1916 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1917 { 1770 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1772 if (!spell)
1920 { 1773 {
1921 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));
1922 return; 1775 return;
1923 } 1776 }
1924 else 1777 else
1925 insert_ob_in_ob (spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1926 tmp->slaying = NULL; 1780 tmp->slaying = 0;
1927 } 1781 }
1928 1782
1929 skop = find_skill_by_name (op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1930 1784
1931 /* 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
1932 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1787 if (!skop)
1934 { 1788 {
1935 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));
1936 return; 1790 return;
1937 } 1791 }
1938 1792
1939 spell = tmp->inv; 1793 spell = tmp->inv;
1940 1794
1941 if (!spell) 1795 if (!spell)
1942 { 1796 {
1943 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);
1944 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!");
1945 return; 1799 return;
1946 } 1800 }
1947 1801
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1803 if (skop->level < learn_level)
1949 { 1804 {
1950 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));
1951 return; 1807 return;
1952 } 1808 }
1953 1809
1954 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));
1955 1811
1956 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 identify (tmp); 1813 identify (tmp);
1959
1960 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else
1963 op->contr->socket->floorbox_update ();
1964 }
1965 1814
1966 /* 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
1967 * 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
1968 * 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
1969 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1970 */ 1819 */
1971 if (check_spell_known (op, spell->name)) 1820 if (check_spell_known (op, spell->name))
1972 { 1821 {
1973 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");
1974 return; 1823 return;
1975 } 1824 }
1976 1825
1977 if (spell->skill) 1826 if (spell->skill)
1978 { 1827 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1980 1829
1981 if (!spell_skill) 1830 if (!spell_skill)
1982 { 1831 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1984 return; 1833 return;
1985 } 1834 }
1986 1835
1987 if (spell_skill->level < spell->level) 1836 if (spell_skill->level < spell->level)
1988 { 1837 {
1989 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));
1990 return; 1839 return;
1991 } 1840 }
1992 } 1841 }
1993 1842
1994 /* Logic as follows 1843 /* Logic as follows
2003 * 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
2004 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2005 */ 1854 */
2006 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2007 { 1856 {
2008 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!");
2009 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));
2010 } 1859 }
2011 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2012 (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])
2013 { 1862 {
2014 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2015 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
2016 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2017 1865
2018 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 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);
2021 } 1869 }
2022 else 1870 else
2023 { 1871 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
2025 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");
2026 } 1874 }
2027 decrease_ob (tmp); 1875
1876 tmp->decrease ();
2028} 1877}
2029 1878
2030/** 1879/**
2031 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2032 */ 1881 */
2035{ 1884{
2036 object *skop; 1885 object *skop;
2037 1886
2038 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2039 { 1888 {
2040 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1889 op->failmsg ("You are unable to read while blind.");
2041 return; 1890 return;
2042 } 1891 }
2043 1892
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1894 {
2046 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.>");
2047 return; 1896 return;
2048 } 1897 }
2049 1898
2050 if (op->type == PLAYER) 1899 if (op->type == PLAYER)
2051 { 1900 {
2057 */ 1906 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1908
2060 if (!skop) 1909 if (!skop)
2061 { 1910 {
2062 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]));
2063 return; 1912 return;
2064 } 1913 }
2065 1914
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2068 } 1917 }
2069 1918
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1920 identify (tmp);
2072 1921
2073 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));
2074
2075 1923
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1925 tmp->decrease ();
2078} 1926}
2079 1927
2080/** 1928/**
2081 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2082 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2083 * chest. 1931 * chest.
2084 */ 1932 */
2085static void 1933static void
2086apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2087{ 1935{
2088 object *treas;
2089
2090
2091 /* 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
2092 * 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
2093 * 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
2094 * 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
2095 * treasure 1940 * treasure
2096 */ 1941 */
2097
2098 treas = tmp->inv; 1942 object *treas = tmp->inv;
2099 if (treas == NULL) 1943
1944 if (!treas)
2100 { 1945 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1946 op->statusmsg ("The chest was empty.");
2102 decrease_ob (tmp); 1947 tmp->decrease ();
2103 return; 1948 return;
2104 } 1949 }
1950
2105 while (tmp->inv) 1951 while (tmp->inv)
2106 { 1952 {
2107 treas = tmp->inv; 1953 treas = tmp->inv;
2108
2109 treas->remove (); 1954 treas->remove ();
2110 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
2111 1955
2112 treas->x = op->x; 1956 treas->x = op->x;
2113 treas->y = op->y; 1957 treas->y = op->y;
2114 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);
2115 1959
2116 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))
2117 spring_trap (treas, op); 1961 spring_trap (treas, op);
2118 1962
2119 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2120 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2121 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2122 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2123 */ 1967 */
2124 if (op->destroyed () || tmp->destroyed ()) 1968 if (op->destroyed () || tmp->destroyed ())
2125 break; 1969 break;
2126 } 1970 }
2127 1971
2128 if (!tmp->destroyed () && tmp->inv == NULL) 1972 if (!tmp->destroyed () && !tmp->inv)
2129 decrease_ob (tmp); 1973 tmp->decrease (true);
2130
2131}
2132
2133/**
2134 * op eats food.
2135 * If player, takes care of messages and dragon special food.
2136 */
2137static void
2138apply_food (object *op, object *tmp)
2139{
2140 int capacity_remaining;
2141
2142 if (op->type != PLAYER)
2143 op->stats.hp = op->stats.maxhp;
2144 else
2145 {
2146 /* check if this is a dragon (player), eating some flesh */
2147 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2148 ;
2149 else
2150 {
2151 /* usual case - no dragon meal: */
2152 if (op->stats.food + tmp->stats.food > 999)
2153 {
2154 if (tmp->type == FOOD || tmp->type == FLESH)
2155 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
2156 else
2157 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
2158 }
2159
2160 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2161 {
2162 char buf[MAX_BUF];
2163
2164 if (!is_dragon_pl (op))
2165 {
2166 /* eating message for normal players */
2167 if (tmp->type == DRINK)
2168 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
2169 else
2170 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2171 }
2172 else
2173 {
2174 /* eating message for dragon players */
2175 sprintf (buf, "The %s tasted terrible!", &tmp->name);
2176 }
2177
2178 new_draw_info (NDI_UNIQUE, 0, op, buf);
2179 capacity_remaining = 999 - op->stats.food;
2180 op->stats.food += tmp->stats.food;
2181 if (capacity_remaining < tmp->stats.food)
2182 op->stats.hp += capacity_remaining / 50;
2183 else
2184 op->stats.hp += tmp->stats.food / 50;
2185 if (op->stats.hp > op->stats.maxhp)
2186 op->stats.hp = op->stats.maxhp;
2187 if (op->stats.food > 999)
2188 op->stats.food = 999;
2189 }
2190
2191 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp);
2194 }
2195 }
2196 handle_apply_yield (tmp);
2197 decrease_ob (tmp);
2198} 1974}
2199 1975
2200/** 1976/**
2201 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2202 * 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.
2205 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2206 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2207 * return: 1983 * return:
2208 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2209 */ 1985 */
2210int 1986static int
2211dragon_eat_flesh (object *op, object *meal) 1987dragon_eat_flesh (object *op, object *meal)
2212{ 1988{
2213 object *skin = NULL; /* pointer to dragon skin force */ 1989 object *skin = NULL; /* pointer to dragon skin force */
2214 object *abil = NULL; /* pointer to dragon ability force */ 1990 object *abil = NULL; /* pointer to dragon ability force */
2215 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2216 1992
2217 char buf[MAX_BUF]; /* tmp. string buffer */
2218 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2219 double totalchance = 1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2220 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2221 double mbonus = 0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2222 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2003 return 0;
2229 2004
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2006 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2008 if (tmp->type == FORCE)
2235 { 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2010 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2012 abil = tmp;
2240 }
2241 }
2242 2013
2243 /* 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
2244 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2016 if (skin == NULL || abil == NULL)
2246 return 0; 2017 return 0;
2248 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2249 if ((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2251 else 2022 else
2252 op->stats.hp += meal->stats.food / 50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2253 if (op->stats.hp > op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2254 op->stats.hp = op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2255 2027
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2257 2029
2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2259 2031
2260 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2261 for (i = 0; i < NROFATTACKS; i++) 2033 for (i = 0; i < NROFATTACKS; i++)
2271 2043
2272 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2273 flesh is too rare */ 2045 flesh is too rare */
2274 mbonus = op->level * 20. / ((double) settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2275 2047
2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2277 ((double) settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2278 2050
2279 if (chance >= 0.) 2051 if (chance >= 0.)
2280 chance += 1.; 2052 chance += 1.;
2281 else 2053 else
2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2283 2055
2284 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2286 2058
2287 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2061 chance = min (100., chance * 2.);
2290 2062
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2293 { 2065 {
2294 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2295 winners++; 2067 winners++;
2296 } 2068 }
2297 2069
2302 } 2074 }
2303 } 2075 }
2304 2076
2305 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2078 totalchance = 100 - totalchance * 100;
2079
2307 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2308 if (totalchance > 50.) 2082 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2094 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2096
2097 op->statusmsg (buf);
2323 2098
2324 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2325 i = -1; 2100 i = -1;
2326 if (winners > 0) 2101 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2102 i = atnr_winner [rndm (winners)];
2328 2103
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2105 {
2331 /* resistance increased! */ 2106 /* resistance increased! */
2332 skin->resist[i]++; 2107 skin->resist[i]++;
2333 fix_player (op); 2108 op->update_stats ();
2334 2109
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2111 }
2338 2112
2339 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2114 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2116 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2118
2345 if (meal->last_eat != abil->stats.exp) 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2123 change_resist_msg[meal->last_eat],
2124 abil->level + 1
2346 { 2125 ));
2347 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2348 new_draw_info (NDI_UNIQUE, 0, op, buf);
2349 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2350 new_draw_info (NDI_UNIQUE, 0, op, buf);
2351 }
2352 else 2126 else
2353 { 2127 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0; 2129 abil->last_eat = 0;
2357 } 2130 }
2358 } 2131 }
2132
2359 return 1; 2133 return 1;
2360} 2134}
2361 2135
2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2362static void 2140static void
2363apply_savebed (object *pl) 2141apply_food (object *op, object *tmp)
2364{ 2142{
2365#ifndef COZY_SERVER 2143 int capacity_remaining;
2366 if (!pl->contr->name_changed || !pl->stats.exp) 2144
2367 { 2145 if (op->type != PLAYER)
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet."); 2146 op->stats.hp = op->stats.maxhp;
2369 return; 2147 else
2370 } 2148 {
2371#endif 2149 /* check if this is a dragon (player), eating some flesh */
2372 INVOKE_PLAYER (LOGOUT, pl->contr); 2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2373 /* Need to call terminate_all_pets() before we remove the player ob */ 2151 ;
2374 terminate_all_pets (pl); 2152 else
2375 pl->remove (); 2153 {
2376 pl->direction = 0; 2154 /* usual case - no dragon meal: */
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name); 2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2378 2162
2379 /* update respawn position */ 2163 tmp->play_sound (
2380 strcpy (pl->contr->savebed_map, pl->map->path); 2164 tmp->sound
2381 pl->contr->bed_x = pl->x; 2165 ? tmp->sound
2382 pl->contr->bed_y = pl->y; 2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2383 2170
2384 strcpy (pl->contr->killer, "left"); 2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2385 check_score (pl); /* Always check score */ 2172 {
2386 (void) save_player (pl, 0); 2173 const char *buf;
2387 pl->map->players--; 2174
2388#if MAP_MAXTIMEOUT 2175 if (!is_dragon_pl (op))
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map); 2176 {
2390#endif 2177 /* eating message for normal players */
2391 play_again (pl); 2178 if (tmp->type == DRINK)
2392 pl->speed = 0; 2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2393 update_ob_speed (pl); 2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2206 }
2207
2208 handle_apply_yield (tmp);
2209 tmp->decrease ();
2394} 2210}
2395 2211
2396/** 2212/**
2397 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2400static void 2216static void
2401apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2402{ 2218{
2403 object *armor; 2219 object *armor;
2404 2220
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2222 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2408 return; 2224 return;
2409 } 2225 }
2226
2410 armor = find_marked_object (op); 2227 armor = find_marked_object (op);
2228
2411 if (!armor) 2229 if (!armor)
2412 { 2230 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2414 return; 2232 return;
2415 } 2233 }
2234
2416 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2236 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2238 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2421 return; 2240 return;
2422 } 2241 }
2423 2242
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2244 improve_armour (op, tmp, armor);
2426} 2245}
2427 2246
2428 2247void
2429extern void
2430apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2431{ 2249{
2250 // need to do it now when it is still on the map
2251 handle_apply_yield (tmp);
2252
2253 object *poison = tmp->split (1);
2254
2432 if (op->type == PLAYER) 2255 if (op->type == PLAYER)
2433 { 2256 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2257 op->contr->play_sound (sound_find ("drink_poison"));
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2258 op->failmsg ("Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2259 op->contr->killer = poison;
2437 } 2260 }
2261
2438 if (tmp->stats.hp > 0) 2262 if (poison->stats.hp > 0)
2439 { 2263 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2442 } 2266 }
2267
2443 op->stats.food -= op->stats.food / 4; 2268 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2269 poison->destroy ();
2445 decrease_ob (tmp);
2446} 2270}
2447 2271
2448/** 2272/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2275 * -You can come back (there is another exit at the other side)
2452 * -You are 2276 * -You are
2453 * ° the owner of the exit 2277 * ° the owner of the exit
2454 * ° or in the same party as the owner 2278 * ° or in the same party as the owner
2455 * 2279 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2280 * Note: a owner in a 2 way exit is saved as the owner's name
2457 * in the field exit->name cause the field exit->owner doesn't 2281 * in the field exit->name cause the field exit->owner doesn't
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2282 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2283 */
2460int 2284static int
2461is_legal_2ways_exit (object *op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2462{ 2286{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2287 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2293#endif
2473 * all the exits in destination and try to find one with same path as 2294
2474 * the current exit's position */ 2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2296
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2477 else 2298
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2299 if (exitmap)
2480 { 2300 {
2301 exitmap->load_sync ();
2302
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2482 if (!tmp) 2305 if (!tmp)
2483 return 0; 2306 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2307
2308 for (; tmp; tmp = tmp->above)
2485 { 2309 {
2486 if (tmp->type != EXIT) 2310 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2311 continue; /*Not an exit */
2312
2488 if (!EXIT_PATH (tmp)) 2313 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2314 continue; /*Not a valid exit */
2315
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2317 continue; /*Not in the same place */
2318
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2319 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2320 continue; /*Not in the same map */
2494 2321
2495 /* From here we have found the exit is valid. However we do 2322 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2323 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2498 */ 2325 */
2499 if (!exit->race) 2326 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2327 return 1; /*No owner, free for all! */
2328
2501 exit_owner = NULL; 2329 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2330
2331 for_all_players (pp)
2503 { 2332 {
2504 if (!pp->ob) 2333 if (!pp->ob)
2505 continue; 2334 continue;
2335
2506 if (pp->ob->name != exit->race) 2336 if (pp->ob->name != exit->race)
2507 continue; 2337 continue;
2338
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2340 break;
2510 } 2341 }
2342
2511 if (!exit_owner) 2343 if (!exit_owner)
2512 return 0; /* No more owner */ 2344 return 0; /* No more owner */
2345
2513 if (exit_owner->contr == op->contr) 2346 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2347 return 1; /*It is your exit */
2348
2515 if (exit_owner && /*There is a owner */ 2349 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2350 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2353 return 0;
2354
2520 return 1; 2355 return 1;
2521 } 2356 }
2522 } 2357 }
2358
2523 return 0; 2359 return 0;
2524} 2360}
2525 2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2393 }
2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420static void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457static void
2458player_apply_lamp_cursed_effect (object *who, object *op)
2459{
2460 if (op->level)
2461 {
2462 who->failmsg (format (
2463 "The %s was cursed, it explodes in a big fireball!",
2464 &op->name));
2465 create_exploding_ball_at (who, op->level);
2466 }
2467 else
2468 {
2469 who->failmsg (format (
2470 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471 &op->name));
2472 }
2473
2474 op->destroy ();
2475}
2476
2477/**
2478 * Apply for players and lamps
2479 *
2480 * who - the player
2481 * op - the lamp
2482 */
2483static void
2484player_apply_lamp (object *who, object *op)
2485{
2486 bool switch_on = op->glow_radius ? false : true;
2487
2488 if (switch_on)
2489 {
2490 object *lighter = 0;
2491
2492 if (op->flag [FLAG_IS_LIGHTABLE]
2493 && !(lighter = auto_apply_lighter (who, op, 0)))
2494 return;
2495
2496 if (op->stats.food < 1)
2497 {
2498 if (op->type == LAMP)
2499 who->failmsg (format (
2500 "The %s is out of fuel! "
2501 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502 &op->name));
2503 else
2504 who->failmsg (format (
2505 "The %s is burnt out! "
2506 "H<Torches and similar items burn out and become worthless.>",
2507 &op->name));
2508 return;
2509 }
2510
2511 if (op->flag [FLAG_CURSED])
2512 {
2513 player_apply_lamp_cursed_effect (who, op);
2514 return;
2515 }
2516
2517 if (lighter)
2518 who->statusmsg (format (
2519 "You light up the %s with the %s.", &op->name, &lighter->name));
2520 else
2521 who->statusmsg (format ("You light up the %s.", &op->name));
2522 }
2523 else
2524 {
2525 if (op->flag [FLAG_CURSED])
2526 {
2527 player_apply_lamp_cursed_effect (who, op);
2528 return;
2529 }
2530
2531 if (op->type == TORCH)
2532 {
2533 if (!op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 who->statusmsg (format (
2536 "You put out the %s. "
2537 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538 &op->name, &op->name));
2539 }
2540 else
2541 who->statusmsg (format (
2542 "You put out the %s."
2543 "H<Torches wear out if you put them out.>",
2544 &op->name));
2545 }
2546 else
2547 who->statusmsg (format ("You turn off the %s.", &op->name));
2548 }
2549
2550 apply_lamp (op, switch_on);
2551}
2552
2553void get_animation_from_arch (object *op, arch_ptr a)
2554{
2555 op->animation_id = a->animation_id;
2556 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558 op->anim_speed = a->anim_speed;
2559 op->last_anim = 0;
2560 op->state = 0;
2561 op->face = a->face;
2562
2563 if (NUM_ANIMATIONS(op) > 1)
2564 {
2565 SET_ANIMATION(op, 0);
2566 animate_object (op, op->direction);
2567 }
2568 else
2569 update_object (op, UP_OBJ_FACE);
2570}
2571
2572/**
2573 * Apply for LAMPs and TORCHes.
2574 *
2575 * op - the lamp
2576 * switch_on - a flag which says whether the lamp should be switched on or off
2577 */
2578void apply_lamp (object *op, bool switch_on)
2579{
2580 op->set_glow_radius (switch_on ? op->range : 0);
2581 op->set_speed (switch_on ? op->arch->speed : 0);
2582
2583 // torches wear out if you put them out
2584 if (op->type == TORCH && !switch_on)
2585 {
2586 if (op->flag [FLAG_IS_LIGHTABLE])
2587 {
2588 op->stats.food -= (double) op->arch->stats.food / 15;
2589 if (op->stats.food < 0)
2590 op->stats.food = 0;
2591 }
2592 else
2593 op->stats.food = 0;
2594 }
2595
2596 // lamps and torched get worthless when used up
2597 if (op->stats.food <= 0)
2598 op->value = 0;
2599
2600 // FIXME: This is a hack to make the more sane torches and lamps
2601 // still animated ;-/
2602 if (op->other_arch)
2603 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604
2605 if (object *pl = op->visible_to ())
2606 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607}
2608
2609/**
2610 * This handles items of type 'transformer'.
2611 * Basically those items, used with a marked item, transform both items into something
2612 * else.
2613 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614 * Change information is contained in the 'slaying' field of the marked item.
2615 * The format is as follow: transformer:[number ]yield[;transformer:...].
2616 * This way an item can be transformed in many things, and/or many objects.
2617 * The 'slaying' field for transformer is used as verb for the action.
2618 */
2619static void
2620apply_item_transformer (object *pl, object *transformer)
2621{
2622 object *marked;
2623 object *new_item;
2624 char *find;
2625 char *separator;
2626 int yield;
2627 char got[MAX_BUF];
2628 int len;
2629
2630 if (!pl || !transformer)
2631 return;
2632
2633 marked = find_marked_object (pl);
2634
2635 if (!marked)
2636 {
2637 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638 return;
2639 }
2640
2641 if (!marked->slaying)
2642 {
2643 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644 return;
2645 }
2646
2647 /* check whether they are compatible or not */
2648 find = strstr (&marked->slaying, transformer->arch->archname);
2649 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650 {
2651 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652 return;
2653 }
2654
2655 find += strlen (transformer->arch->archname) + 1;
2656 /* Item can be used, now find how many and what it yields */
2657 if (isdigit (*(find)))
2658 {
2659 yield = atoi (find);
2660 if (yield < 1)
2661 {
2662 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663 yield = 1;
2664 }
2665 }
2666 else
2667 yield = 1;
2668
2669 while (isdigit (*find))
2670 find++;
2671
2672 while (*find == ' ')
2673 find++;
2674
2675 memset (got, 0, MAX_BUF);
2676
2677 if ((separator = strchr (find, ';')) != NULL)
2678 len = separator - find;
2679 else
2680 len = strlen (find);
2681
2682 if (len > MAX_BUF - 1)
2683 len = MAX_BUF - 1;
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2526 2709
2527/** 2710/**
2528 * Main apply handler. 2711 * Main apply handler.
2529 * 2712 *
2530 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2532 * Return value: 2715 * Return value:
2533 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2534 * 1: has been applied, or there was an error applying the object 2717 * 1: has been applied, or there was an error applying the object
2535 * 2: objects of that type can't be applied if not in inventory 2718 * 2: objects of that type can't be applied if not in inventory
2536 * 2719 *
2537 * op is the object that is causing object to be applied, tmp is the object 2720 * who is the object that is causing object to be applied, op is the object
2538 * being applied. 2721 * being applied.
2539 * 2722 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2542 */ 2725 */
2543
2544int 2726int
2545manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2546{ 2728{
2547 if (tmp->head) 2729 op = op->head_ ();
2548 tmp = tmp->head;
2549 2730
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2551 { 2732 {
2552 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2553 { 2734 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2555 return 1; 2737 return 1;
2556 } 2738 }
2557 else 2739 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2741 }
2562 2742
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2564 return RESULT_INT (0); 2744 return RESULT_INT (0);
2565 2745
2566 switch (tmp->type) 2746 switch (op->type)
2567 { 2747 {
2568
2569 case CF_HANDLE: 2748 case T_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2572 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2574 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2575 push_button (tmp); 2754 push_button (op, who);
2576 return 1; 2755 return 1;
2577 2756
2578 case TRIGGER: 2757 case TRIGGER:
2579 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2580 { 2759 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2583 } 2762 }
2584 else 2763 else
2585 { 2764 who->failmsg ("The handle doesn't move.");
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2765
2587 }
2588 return 1; 2766 return 1;
2589 2767
2590 case EXIT: 2768 case EXIT:
2591 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2592 return 0; 2770 return 0;
2771
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2594 { 2773 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)));
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2774 else
2598 { 2775 {
2599 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2602 enter_exit (op, tmp); 2780 who->enter_exit (op);
2603 } 2781 }
2782
2604 return 1; 2783 return 1;
2605 2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2606 case SIGN: 2790 case SIGN:
2607 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2608 return 1; 2792 return 1;
2609 2793
2610 case BOOK: 2794 case BOOK:
2611 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2612 { 2796 {
2613 apply_book (op, tmp); 2797 apply_book (who, op);
2614 return 1; 2798 return 1;
2615 } 2799 }
2616 else 2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2617 { 2805 {
2618 return 0;
2619 }
2620
2621 case SKILLSCROLL:
2622 if (op->type == PLAYER)
2623 {
2624 apply_skillscroll (op, tmp); 2806 apply_skillscroll (who, op);
2625 return 1;
2626 }
2627 return 0;
2628
2629 case SPELLBOOK:
2630 if (op->type == PLAYER)
2631 {
2632 apply_spellbook (op, tmp);
2633 return 1;
2634 }
2635 return 0;
2636
2637 case SCROLL:
2638 apply_scroll (op, tmp, 0);
2639 return 1;
2640
2641 case POTION:
2642 (void) apply_potion (op, tmp);
2643 return 1;
2644
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */
2646 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env);
2651 return 1;
2652
2653 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp);
2658 return 1;
2659
2660 case TREASURE:
2661 if (op->type == PLAYER)
2662 {
2663 apply_treasure (op, tmp);
2664 return 1; 2807 return 1;
2665 } 2808 }
2666 else 2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2667 { 2814 {
2815 apply_spellbook (who, op);
2668 return 0; 2816 return 1;
2669 } 2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2670 2852
2671 case WEAPON: 2853 case WEAPON:
2672 case ARMOUR: 2854 case ARMOUR:
2673 case BOOTS: 2855 case BOOTS:
2674 case GLOVES: 2856 case GLOVES:
2682 case WAND: 2864 case WAND:
2683 case ROD: 2865 case ROD:
2684 case HORN: 2866 case HORN:
2685 case SKILL: 2867 case SKILL:
2686 case BOW: 2868 case BOW:
2687 case LAMP:
2688 case BUILDER: 2869 case BUILDER:
2689 case SKILL_TOOL: 2870 case SKILL_TOOL:
2690 if (tmp->env != op) 2871 if (op->env != who)
2691 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2873
2692 (void) apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2693 return 1; 2875 return 1;
2694 2876
2695 case DRINK: 2877 case DRINK:
2696 case FOOD: 2878 case FOOD:
2697 case FLESH: 2879 case FLESH:
2698 apply_food (op, tmp); 2880 apply_food (who, op);
2699 return 1; 2881 return 1;
2700 2882
2701 case POISON: 2883 case POISON:
2702 apply_poison (op, tmp); 2884 apply_poison (who, op);
2703 return 1; 2885 return 1;
2704 2886
2705 case SAVEBED: 2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2706 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2707 { 2892 {
2708 apply_savebed (op); 2893 apply_armour_improver (who, op);
2709 return 1; 2894 return 1;
2710 } 2895 }
2711 else 2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2712 { 2905 {
2713 return 0; 2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2714 } 2915 ));
2715
2716 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER)
2718 {
2719 apply_armour_improver (op, tmp);
2720 return 1; 2916 return 1;
2721 } 2917 }
2722 else 2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2723 { 2923 {
2724 return 0; 2924 shop_listing (op, who);
2725 }
2726
2727 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp);
2729 return 1;
2730
2731 case CLOCK:
2732 if (op->type == PLAYER)
2733 {
2734 char buf[MAX_BUF];
2735 timeofday_t tod;
2736
2737 get_tod (&tod);
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2925 return 1;
2744 } 2926 }
2745 else 2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2746 { 2936 {
2747 return 0; 2937 apply_lighter (who, op);
2748 }
2749
2750 case MENU:
2751 if (op->type == PLAYER)
2752 {
2753 shop_listing (op);
2754 return 1; 2938 return 1;
2755 } 2939 }
2756 else 2940 else
2757 {
2758 return 0; 2941 return 0;
2759 }
2760
2761 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1;
2764
2765 case LIGHTER: /* for lighting torches/lanterns/etc */
2766 if (op->type == PLAYER)
2767 {
2768 apply_lighter (op, tmp);
2769 return 1;
2770 }
2771 else
2772 {
2773 return 0;
2774 }
2775 2942
2776 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2778 return 1; 2945 return 1;
2779 2946
2780 default: 2947 default:
2781 return 0; 2948 return 0;
2782 } 2949 }
2783} 2950}
2784
2785 2951
2786/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2787 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2788 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2789 * 2955 *
2790 * Same return value as apply() function. 2956 * Same return value as apply() function.
2791 */ 2957 */
2792int 2958int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2960{
2795 int tmp;
2796
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2798 { 2962 {
2799 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2965 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2803 return 0; 2969 return 0;
2804 } 2970 }
2805 } 2971 }
2806 2972
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 }
2818
2819 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2820 2974
2821 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2822 if (!quiet) 2977 if (!quiet)
2823 { 2978 {
2824 if (tmp == 0) 2979 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2826 else if (tmp == 2) 2981 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2828 } 2983 }
2984
2829 return tmp; 2985 return tmp;
2830} 2986}
2831 2987
2832/** 2988/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2990 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2991 * we use the ground.
2836 */ 2992 */
2837
2838void 2993void
2839player_apply_below (object *pl) 2994player_apply_below (object *pl)
2840{ 2995{
2841 object *tmp, *next;
2842 int floors; 2996 int floors = 0;
2843 2997
2844 /* If using a container, set the starting item to be the top 2998 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 3000 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 3001 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 3002 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 3003 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 3004 * not return a proper value.
2854 */ 3005 */
2855 for (floors = 0; tmp != NULL; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2856 { 3007 {
2857 next = tmp->below; 3008 next = tmp->below;
3009
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 3011 floors++;
2860 else if (floors > 0) 3012 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2862 3014
2864 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2865 * so that at least one of players movement types be that which 3017 * so that at least one of players movement types be that which
2866 * the item needs. 3018 * the item needs.
2867 */ 3019 */
2868 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2869 {
2870 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return; 3022 return;
2872 } 3023
2873 if (floors >= 2) 3024 if (floors >= 2)
2874 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2875 } 3026 }
2876} 3027}
2877 3028
2882 * to keep the size of apply_special to a more managable size. 3033 * to keep the size of apply_special to a more managable size.
2883 */ 3034 */
2884static int 3035static int
2885unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2886{ 3037{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 3040 return RESULT_INT (0);
2889 3041
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2893 switch (op->type) 3044 switch (op->type)
2894 { 3045 {
3046 case SKILL_TOOL:
3047 // unapplying a skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051 if (tmp->skill == op->skill
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0);
3056
3057 change_abil (who, op);
3058 break;
3059
2895 case WEAPON: 3060 case WEAPON:
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3061 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
2897 3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
2898 (void) change_abil (who, op); 3070 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 3072 break;
2903 3073
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 3074 case SKILL:
2906 if (op != who->chosen_skill) 3075 if (who->contr)
2907 { 3076 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2909 } 3086 }
2910 if (who->type == PLAYER) 3087
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 }
2922 }
2923 (void) change_abil (who, op); 3088 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 3090 break;
2927 3091
2928 case ARMOUR: 3092 case ARMOUR:
2929 case HELMET: 3093 case HELMET:
2933 case GLOVES: 3097 case GLOVES:
2934 case AMULET: 3098 case AMULET:
2935 case GIRDLE: 3099 case GIRDLE:
2936 case BRACERS: 3100 case BRACERS:
2937 case CLOAK: 3101 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2939 (void) change_abil (who, op); 3103 change_abil (who, op);
2940 break; 3104 break;
2941 case LAMP:
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2943 tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 3105
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954
2955 if (who->type == PLAYER)
2956 esrv_del_item (who->contr, op->count);
2957
2958 op->destroy ();
2959 insert_ob_in_ob (tmp2, who);
2960 fix_player (who);
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 {
2963 if (who->type == PLAYER)
2964 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 }
2968 }
2969 if (who->type == PLAYER)
2970 esrv_send_item (who, tmp2);
2971 return 1; /* otherwise, an attempt to drop causes problems */
2972 break;
2973 case BOW: 3106 case BOW:
2974 case WAND: 3107 case WAND:
2975 case ROD: 3108 case ROD:
2976 case HORN: 3109 case HORN:
2977 clear_skill (who); 3110 if (player *pl = who->contr)
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 { 3111 {
2981 who->contr->shoottype = range_none; 3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2982 } 3119 }
2983 else 3120 else
2984 { 3121 {
3122 who->change_skill (0);
3123
2985 if (op->type == BOW) 3124 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 3126 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 3128 }
3129
2990 break; 3130 break;
2991 3131
2992 case BUILDER: 3132 case BUILDER:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3133 if (who->contr)
2994 who->contr->shoottype = range_none; 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 3135 break;
2997 3136
2998 default: 3137 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
3000 break; 3139 break;
3001 } 3140 }
3002 3141
3003 fix_player (who); 3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3004 3143 if (object *pl = op->visible_to ())
3005 if (!(aflags & AP_NO_MERGE))
3006 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL);
3010 if (who->type == PLAYER)
3011 {
3012 if (tmp)
3013 { /* it was merged */
3014 esrv_del_item (who->contr, op->count);
3015 op = tmp;
3016 }
3017
3018 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
3019 } 3145
3020 } 3146 who->update_stats ();
3147
3021 return 0; 3148 return 0;
3022} 3149}
3023 3150
3024/** 3151/**
3025 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 3154 * then go through the below of this. In this way, you can do
3028 * something like: 3155 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 3160 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 3162 * invisible other objects that use
3036 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
3037 */ 3164 */
3038object * 3165static object *
3039get_item_from_body_location (object *start, int loc) 3166get_next_item_from_body_location (int loc, object *start)
3040{ 3167{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 3172 return tmp;
3049 3173
3050 return NULL; 3174 return 0;
3051} 3175}
3052
3053
3054 3176
3055/** 3177/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 3178 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 3179 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 3184 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having 3185 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 3186 * another function that does just that.
3065 */ 3187 */
3066int 3188
3189#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>"
3193
3194static int
3067unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3068{ 3196{
3069 int i; 3197 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3200 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 3201 {
3083 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
3085 else 3204 else
3086 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3087 } 3206 }
3088 else 3207 else
3089 { 3208 {
3090 /* In this case, we want to try and remove a cursed item. 3209 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 3210 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 3211 * at least generate the message.
3093 */ 3212 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3095 return 1; 3214 return 1;
3096 }
3097
3098 } 3215 }
3099 }
3100 }
3101 3216
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 3218 {
3104 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 3220 if (op->slot[i].info)
3106 { 3221 {
3107 last = who->inv; 3222 object *last = who->inv;
3108 3223
3109 /* We do a while loop - may need to remove several items in order 3224 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 3225 * to free up enough slots.
3111 */ 3226 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 3228 {
3114 tmp = get_item_from_body_location (last, i); 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3115 if (!tmp) 3231 if (!tmp)
3116 { 3232 {
3117#if 0 3233#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 3234 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 3235 * equipped.
3120 */ 3236 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 3238#endif
3123 return 1; 3239 return 1;
3124 } 3240 }
3241
3125 /* If we are just printing, we don't care about cursed status */ 3242 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 3244 {
3128 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
3130 else 3247 else
3131 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
3132 } 3249 }
3133 else 3250 else
3134 { 3251 {
3135 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 3253 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have 3254 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 3255 * one cursed ring.)
3139 */ 3256 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3141 } 3258 }
3259
3142 last = tmp->below; 3260 last = tmp->below;
3143 } 3261 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
3146 */ 3264 */
3147 } /* if op is using this body location */ 3265 } /* if op is using this body location */
3148 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
3149 return 0; 3268 return 0;
3150} 3269}
3151 3270
3152/** 3271/**
3153 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3276 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 3277 * is set, do we really care what the other flags may be?)
3159 * 3278 *
3160 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
3161 * these return values. 3280 * these return values.
3162 */ 3281 */
3163int 3282int
3164can_apply_object (object *who, object *op) 3283can_apply_object (object *who, object *op)
3165{ 3284{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 3286 return RESULT_INT (0);
3168 3287
3169 int i, retval = 0; 3288 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 3289 object *tmp = 0, *ws = 0;
3171 3290
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 3292 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3293 if (op->slot[i].info)
3180 { 3294 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3295 /* Item uses more slots than we have */
3296 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 3297 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 3299 * really needed.
3199 */ 3300 */
3200 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
3201 } 3302 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 3304 {
3204 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
3205 * we have. 3306 * we have.
3206 */ 3307 */
3207 object *tmp1;
3208
3209 3308
3210 /* if we have an applied weapon/shield, and unapply it would free 3309 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 3311 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
3216 * may be two handed for example. 3315 * may be two handed for example.
3217 */ 3316 */
3218 if (ws) 3317 if (ws)
3219 { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 3319 {
3222 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 3321 continue;
3224 } 3322 }
3225 }
3226 3323
3227 tmp1 = get_item_from_body_location (who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 3325 if (!tmp1)
3229 { 3326 {
3230#if 0 3327#if 0
3231 /* This is sort of an error, but happens a lot when old players 3328 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3242 * to apply multiple objects 3339 * to apply multiple objects
3243 */ 3340 */
3244 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3245 if (!tmp) 3343 if (!tmp)
3246 tmp = tmp1; 3344 tmp = tmp1;
3247 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3347
3251 /* This object isn't using up all the slots, so there must 3348 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 3349 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3254 */ 3351 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3355
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3260 */ 3358 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3359 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3361 }
3265 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3268 3365
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3370 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3371 * all use the same location.
3275 */ 3372 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3374 retval |= CAN_APPLY_RESTRICTION;
3375
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3377 retval |= CAN_APPLY_RESTRICTION;
3280 3378
3281
3282 if (who->type != PLAYER) 3379 if (who->type != PLAYER)
3283 { 3380 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3386
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3292 } 3392 }
3393
3293 return retval; 3394 return retval;
3294} 3395}
3295
3296
3297 3396
3298/** 3397/**
3299 * who is the object using the object. It can be a monster. 3398 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 3399 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 3400 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3311 * 3410 *
3312 * Optional flags: 3411 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3412 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3413 * AP_IGNORE_CURSE: unapply cursed items
3414 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3415 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3417 *
3318 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3319 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3320int 3424int
3321apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3322{ 3426{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3429
3327 if (who == NULL) 3430 if (who == NULL)
3328 { 3431 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3433 return 1;
3340 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3341 return 0; 3444 return 0;
3342 3445
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3447 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3346 return 1; 3449 return 1;
3347 } 3450 }
3451
3348 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3349 } 3453 }
3350
3351 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3352 return 0; 3455 return 0;
3353 3456
3354 i = can_apply_object (who, op); 3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op);
3355 3467
3356 /* Can't just apply this object. Lets see what not and what to do */ 3468 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3469 if (int i = can_apply_object (who, op))
3358 { 3470 {
3359 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3360 { 3472 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3362 return 1; 3474 return 1;
3363 } 3475 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3477 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3478 who->failmsg (format (
3479 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op)
3482 ));
3367 return 1; 3483 return 1;
3368 } 3484 }
3485
3369 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3370 { 3487 {
3371 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3489 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3490 return 1;
3374 } 3491 }
3375 else 3492 else
3376 { 3493 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3494 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3495 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3498 return 1;
3382 } 3499 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3500 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3502 return 1;
3388 } 3503 }
3389 }
3390 } 3504 }
3505
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3507 {
3393 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3509
3394 if (!skop) 3510 if (!skop)
3395 { 3511 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3397 return 1; 3513 return 1;
3398 } 3514 }
3399 else 3515 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3403 */ 3518 */
3404 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3520 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3521
3522 if (!check_item_power (who, op->item_power))
3523 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3525 return 1;
3412 } 3526 }
3413
3414 3527
3415 /* Ok. We are now at the state where we can apply the new object. 3528 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3418 */ 3531 */
3419 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3420
3421 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1);
3423 else
3424 tmp = NULL;
3425 3533
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3535 return RESULT_INT (0);
3428 3536
3429 switch (op->type) 3537 switch (op->type)
3430 { 3538 {
3431 case WEAPON: 3539 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3540 //TODO: this obviously fails for players using a shorter prefix
3433 { 3541 // i.e. "R" can use Ragnarok's sword.
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3542 if (op->level && !op->name.starts_with (who->name))
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3436 if (tmp != NULL)
3437 (void) insert_ob_in_ob (tmp, who);
3438 return 1;
3439 }
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3543 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3544 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3547
3445 if (tmp != NULL) 3548 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3550
3447 return 1; 3551 return 1;
3448 } 3552 }
3553
3554 if (!skop)
3555 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3557 return 1;
3558 }
3559
3449 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3562
3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3455
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457
3458 (void) change_abil (who, op); 3569 change_abil (who, op);
3459 break; 3570 break;
3460 3571
3461 case ARMOUR: 3572 case ARMOUR:
3462 case HELMET: 3573 case HELMET:
3463 case SHIELD: 3574 case SHIELD:
3467 case BRACERS: 3578 case BRACERS:
3468 case CLOAK: 3579 case CLOAK:
3469 case RING: 3580 case RING:
3470 case AMULET: 3581 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3473 (void) change_abil (who, op); 3584 change_abil (who, op);
3474 break; 3585 break;
3475 case LAMP: 3586
3476 if (op->stats.food < 1) 3587 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3477 { 3592 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3593 skop = find_skill_by_name (who, op->skill);
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW:
3675 if (op->level && !op->name.starts_with (who->name))
3676 {
3677 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp)
3680 insert_ob_in_ob (tmp, who);
3681
3479 return 1; 3682 return 1;
3480 } 3683 }
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED);
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3487 insert_ob_in_ob (tmp2, who);
3488 3684
3489 /* Remove the old lantern */ 3685 /*FALLTHROUGH*/
3490 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count);
3492
3493 op->destroy ();
3494
3495 /* insert the portion that was split off */
3496 if (tmp != NULL)
3497 {
3498 (void) insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp);
3501 }
3502 fix_player (who);
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER)
3506 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 }
3510 }
3511 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2);
3513 return 0;
3514 break;
3515
3516 /* this part is needed for skill-tools */
3517 case SKILL:
3518 case SKILL_TOOL:
3519 if (who->chosen_skill)
3520 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3522 return 1;
3523 }
3524 if (who->type == PLAYER)
3525 {
3526 who->contr->shoottype = range_skill;
3527 who->contr->ranges[range_skill] = op;
3528 if (!op->invisible)
3529 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 }
3533 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 }
3537 }
3538 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op);
3540 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL);
3542 break;
3543
3544 case BOW: 3686 case WAND:
3545 if (!check_weapon_power (who, op->last_eat))
3546 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3549 if (tmp != NULL)
3550 (void) insert_ob_in_ob (tmp, who);
3551 return 1;
3552 }
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3556 if (tmp != NULL)
3557 (void) insert_ob_in_ob (tmp, who);
3558 return 1;
3559 }
3560 /*FALLTHROUGH*/ case WAND:
3561 case ROD: 3687 case ROD:
3562 case HORN: 3688 case HORN:
3563 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3690
3691 if (!skop)
3692 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3564 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3699
3569 if (who->type == PLAYER) 3700 if (who->contr)
3570 { 3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3705
3571 if (op->type == BOW) 3706 if (op->type == BOW)
3572 { 3707 {
3708 who->current_weapon = op;
3573 (void) change_abil (who, op); 3709 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3711 }
3582 } 3712 }
3583 else 3713 else
3584 { 3714 {
3585 if (op->type == BOW) 3715 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3716 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3717 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3718 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3719 }
3720
3590 break; 3721 break;
3591 3722
3592 case BUILDER: 3723 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3724 if (who->type == PLAYER)
3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731
3596 who->contr->ranges[range_builder] = op; 3732 who->contr->ranged_ob = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3733 }
3598 break; 3734 break;
3599 3735
3600 default: 3736 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3602 } /* end of switch op->type */ 3738 }
3603 3739
3604 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3605 3741
3606 if (tmp != NULL) 3742 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3608 3744
3609 fix_player (who); 3745 who->update_stats ();
3610 3746
3611 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3749 * you don't know anything about them.
3614 */ 3750 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3753
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3621 { 3756 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3757 who->failmsg (
3758 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3762 }
3625 } 3763
3626 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3627 {
3628 /* if multiple objects were applied, update both slots */
3629 if (tmp)
3630 esrv_send_item (who, tmp);
3631 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3632 } 3766
3633 return 0; 3767 return 0;
3634}
3635
3636
3637int
3638monster_apply_special (object *who, object *op, int aflags)
3639{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1;
3642 return apply_special (who, op, aflags);
3643} 3768}
3644 3769
3645/** 3770/**
3646 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3647 * 3772 *
3650int 3775int
3651auto_apply (object *op) 3776auto_apply (object *op)
3652{ 3777{
3653 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3654 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3655 3782
3656 switch (op->type) 3783 switch (op->type)
3657 { 3784 {
3658 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3659 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3661 3788
3662 do 3789 do
3663 { 3790 {
3664 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3665 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3666 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3667 if (tmp == NULL) 3798 if (tmp == NULL)
3668 return 0; 3799 return 0;
3800
3669 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3670 { 3802 {
3671 tmp->destroy (); 3803 tmp->destroy ();
3672 tmp = NULL; 3804 tmp = NULL;
3673 } 3805 }
3676 3808
3677 tmp->x = op->x; 3809 tmp->x = op->x;
3678 tmp->y = op->y; 3810 tmp->y = op->y;
3679 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3680 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3681 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3682 identify (tmp); 3813 identify (tmp);
3683 break; 3814 break;
3684 3815
3685 case TREASURE: 3816 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3818 return 0;
3688 3819
3689 while ((op->stats.hp--) > 0) 3820 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3823
3693 /* If we generated an object and put it in this object inventory, 3824 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3825 * move it to the parent object as the current object is about
3695 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3696 * that is put inside other objects. 3827 * that is put inside other objects.
3697 */ 3828 */
3698 for (tmp = op->inv; tmp; tmp = tmp2)
3699 {
3700 tmp2 = tmp->below;
3701 tmp->remove ();
3702
3703 if (op->env) 3829 if (op->env)
3704 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3705 else 3831 op->env->insert (op->inv);
3706 tmp->destroy ();
3707 }
3708 3832
3709 op->destroy (); 3833 op->destroy ();
3710 break; 3834 break;
3711 } 3835 }
3712 return tmp ? 1 : 0;
3713}
3714 3836
3837 return !!tmp;
3838}
3839
3715/** 3840/**
3716 * fix_auto_apply goes through the entire map (only the first time 3841 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3845 */
3721void 3846void
3722fix_auto_apply (maptile *m) 3847maptile::fix_auto_apply ()
3723{ 3848{
3724 object *tmp, *above = NULL; 3849 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3850 return;
3729 3851
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3853 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3854 {
3734 above = tmp->above; 3855 object *above = tmp->above;
3735 3856
3736 if (tmp->inv) 3857 if (tmp->inv)
3737 { 3858 {
3738 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3739 3860
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3741 { 3862 {
3742 invnext = invtmp->below; 3863 invnext = invtmp->below;
3743 3864
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3866 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3868 {
3748 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3871
3751 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3752 } 3873 }
3753 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3876 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3878 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3879 * treasure again for this object
3759 */ 3880 */
3760 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3761 } 3882 }
3762 } 3883 }
3884
3763 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3889 * MSW 2004-05-13
3768 * 3890 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3891 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3892 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3772 */ 3894 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3786 } 3898 }
3899
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 {
3904 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3906 tmp->randomitems = NULL;
3907 }
3787 else if (tmp->type == TIMED_GATE) 3908 else if (tmp->type == TIMED_GATE)
3788 { 3909 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3911
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3913 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3914 }
3797 /* This function can be called everytime a map is loaded, even when 3915 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3916 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3917 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3918 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3919 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3920 * which say how many times to make the treasure.
3803 */ 3921 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3923 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3925 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3810 } 3928 }
3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3934 tmp = above;
3811 } 3935 }
3812 3936
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3818} 3941}
3819 3942
3820/** 3943/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3946 * that doesn't work with the new spell code. Since we know what
3824 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3825 */ 3948 */
3826
3827void 3949void
3828eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3829{ 3951{
3830 object *force; 3952 object *force;
3831 int i, did_one = 0; 3953 int i, did_one = 0;
3832 sint8 k;
3833 3954
3834 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3835 3958
3836 for (i = 0; i < NUM_STATS; i++)
3837 {
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 {
3841 set_attr_value (&force->stats, i, k);
3842 did_one = 1;
3843 }
3844 }
3845
3846 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++)
3848 {
3849 if (food->resist[i] > 0)
3850 {
3851 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1;
3853 }
3854 }
3855 if (did_one)
3856 {
3857 force->speed = 0.1;
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3861 SET_FLAG (force, FLAG_IS_USED_UP); 3961
3862 SET_FLAG (force, FLAG_APPLIED); 3962 if (force = who->force_find (key))
3863 change_abil (who, force); 3963 {
3864 insert_ob_in_ob (force, who); 3964 if (duration > abs (force->speed_left / force->speed))
3965 {
3966 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));
3967 force->force_set_timer (duration);
3968 }
3969 else
3970 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971
3972 return;
3865 } 3973 }
3866 else 3974 else
3975 {
3976 force = who->force_add (key, duration);
3977 force->name = key;
3978
3979 /* check if the food affects a stat */
3980 for (i = 0; i < NUM_STATS; i++)
3981 if (sint8 k = food->stats.stat (i))
3982 {
3983 force->stats.stat (i) = k;
3984 did_one = 1;
3985 }
3986
3987 /* check if we can protect the eater */
3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3990 if (food->resist[i] > 0)
3991 {
3992 force->resist[i] = food->resist[i];
3993 did_one = 1;
3994 }
3995 }
3996
3997 if (did_one)
3998 {
3999 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));
4000
4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
4003 }
4004 else
3867 force->destroy (); 4005 force->destroy ();
4006 }
3868 4007
3869 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3871 { 4010 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 4012 {
3874 strcpy (who->contr->killer, food->name); 4013 who->contr->killer = food;
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3877 } 4016 }
3878 else 4017 else
3879 { 4018 {
3880 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3881 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3882 else 4021 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3884 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3885 } 4025 }
3886 } 4026 }
4027
3887 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3888 { 4029 {
3889 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3890 { 4031 {
3891 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3892 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3893 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3894 who->stats.sp = 0; 4035 who->stats.sp = 0;
3895 } 4036 }
3896 else 4037 else
3897 { 4038 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3901 } 4042 }
3902 } 4043 }
3903 fix_player (who);
3904}
3905 4044
3906 4045 who->update_stats ();
3907/**
3908 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t.
3911 */
3912
3913void
3914apply_lighter (object *who, object *lighter)
3915{
3916 object *item;
3917 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919
3920 item = find_marked_object (who);
3921 if (item)
3922 {
3923 if (lighter->last_eat && lighter->stats.food)
3924 { /* lighter gets used up */
3925 /* Split multiple lighters if they're being used up. Otherwise *
3926 * one charge from each would be used up. --DAMN */
3927 if (lighter->nrof > 1)
3928 {
3929 object *oneLighter = lighter->clone ();
3930
3931 lighter->nrof -= 1;
3932 oneLighter->nrof = 1;
3933 oneLighter->stats.food--;
3934 esrv_send_item (who, lighter);
3935 oneLighter = insert_ob_in_ob (oneLighter, who);
3936 esrv_send_item (who, oneLighter);
3937 }
3938 else
3939 lighter->stats.food--;
3940 }
3941 else if (lighter->last_eat)
3942 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return;
3945 }
3946 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple
3948 * objects at once.
3949 */
3950 /* If the item is destroyed, we don't have a valid pointer to the
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item))
3956 is_player_env = 1;
3957
3958 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ())
3963 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name);
3965 /* Need to update the player so that the players glow radius
3966 * gets changed.
3967 */
3968 if (is_player_env)
3969 fix_player (who);
3970 }
3971 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 }
3974 else /* nothing to light */
3975 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3976
3977}
3978
3979/**
3980 * op made some mistake with a scroll, this takes care of punishment.
3981 * scroll_failure()- hacked directly from spell_failure
3982 */
3983void
3984scroll_failure (object *op, int failure, int power)
3985{
3986 if (abs (failure / 4) > power)
3987 power = abs (failure / 4); /* set minimum effect */
3988
3989 if (failure <= -1 && failure > -15)
3990 { /* wonder */
3991 object *tmp;
3992
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3994 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy ();
3997 }
3998 else if (failure <= -15 && failure > -35)
3999 { /* drain mana */
4000 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
4001 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
4002 if (op->stats.sp < 0)
4003 op->stats.sp = 0;
4004 }
4005 else if (settings.spell_failure_effects == TRUE)
4006 {
4007 if (failure <= -35 && failure > -60)
4008 { /* confusion */
4009 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4010 confuse_player (op, op, power);
4011 }
4012 else if (failure <= -60 && failure > -70)
4013 { /* paralysis */
4014 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
4015 paralyze_player (op, op, power);
4016 }
4017 else if (failure <= -70 && failure > -80)
4018 { /* blind */
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020 blind_player (op, op, power);
4021 }
4022 else if (failure <= -80)
4023 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
4029 tmp->destroy ();
4030 }
4031 }
4032} 4046}
4033 4047
4034void 4048void
4035apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
4036{ 4050{
4053 */ 4067 */
4054 int i, j; 4068 int i, j;
4055 4069
4056 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
4057 { 4071 {
4058 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4060 4074
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
4063 { 4076 {
4064 excess_stat++; 4077 excess_stat++;
4065 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
4066 } 4079 }
4067 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
4068 } 4082 }
4069 4083
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 4087
4076 if (i == CHA) 4088 if (i == CHA)
4077 continue; /* exclude cha from this */ 4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
4079 { 4094 {
4080 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
4081 excess_stat--; 4096 excess_stat--;
4082 } 4097 }
4083 } 4098 }
4084 4099
4085 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 4101 * the player ref: player.c
4087 */ 4102 */
4088 if (change->randomitems != NULL) 4103 if (change->randomitems)
4089 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
4090
4091 4105
4092 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
4093 4107
4094 /* first, look for the force object banning 4108 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
4096 */ 4110 */
4097 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
4098 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4099 flag_change_face = 0; 4113 flag_change_face = 0;
4100 4114
4101 if (flag_change_face) 4115 if (flag_change_face)
4102 { 4116 {
4103 pl->animation_id = GET_ANIM_ID (change);
4104 pl->face = change->face; 4117 pl->face = change->face;
4105 4118 pl->animation_id = change->animation_id;
4106 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4107 SET_FLAG (pl, FLAG_ANIMATE);
4108 else
4109 CLEAR_FLAG (pl, FLAG_ANIMATE);
4110 } 4120 }
4111 4121
4112 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
4113 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4114 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
4115 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4116 4126
4117 break; 4127 break;
4118 } 4128 }
4119 } 4129 }
4120} 4130}
4121 4131
4122/**
4123 * This handles items of type 'transformer'.
4124 * Basically those items, used with a marked item, transform both items into something
4125 * else.
4126 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4127 * Change information is contained in the 'slaying' field of the marked item.
4128 * The format is as follow: transformer:[number ]yield[;transformer:...].
4129 * This way an item can be transformed in many things, and/or many objects.
4130 * The 'slaying' field for transformer is used as verb for the action.
4131 */
4132void
4133apply_item_transformer (object *pl, object *transformer)
4134{
4135 object *marked;
4136 object *new_item;
4137 char *find;
4138 char *separator;
4139 int yield;
4140 char got[MAX_BUF];
4141 int len;
4142
4143 if (!pl || !transformer)
4144 return;
4145 marked = find_marked_object (pl);
4146 if (!marked)
4147 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149 return;
4150 }
4151 if (!marked->slaying)
4152 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154 return;
4155 }
4156 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4159 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161 return;
4162 }
4163 find += strlen (transformer->arch->name) + 1;
4164 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find)))
4166 {
4167 yield = atoi (find);
4168 if (yield < 1)
4169 {
4170 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4171 yield = 1;
4172 }
4173 }
4174 else
4175 yield = 1;
4176
4177 while (isdigit (*find))
4178 find++;
4179 while (*find == ' ')
4180 find++;
4181 memset (got, 0, MAX_BUF);
4182 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find;
4185 }
4186 else
4187 {
4188 len = strlen (find);
4189 }
4190 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1;
4192 strcpy (got, find);
4193 got[len] = '\0';
4194
4195 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got);
4197 if (!new_item)
4198 {
4199 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4200 return;
4201 }
4202
4203 new_item->nrof = yield;
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4205 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */
4208 decrease_ob_nr (marked, 1);
4209 /* Eat one transformer if needed */
4210 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1);
4213}

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