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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.237 by root, Sun Apr 4 02:51:56 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32
33/* Want this regardless of rplay. */
34#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 34
39/** 35/**
40 * Check if op should abort moving victim because of it's race or slaying. 36 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 37 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 38 */
55 * subtype 5: arch or race 51 * subtype 5: arch or race
56 * subtype 7: all three 52 * subtype 7: all three
57 */ 53 */
58 if (op->subtype) 54 if (op->subtype)
59 { 55 {
60 arch_flag = (op->subtype & 1); 56 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 57 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 58 race_flag = op->subtype & 4;
63 } 59 }
64 else 60 else
65 { 61 {
66 arch_flag = 1; 62 arch_flag = 1;
67 name_flag = 1; 63 name_flag = 1;
68 race_flag = 1; 64 race_flag = 1;
69 } 65 }
66
70 /* If the director has race set, only affect objects with a arch, 67 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 68 * name or race that matches.
72 */ 69 */
73 if ((op->race) && 70 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 71 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 72 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 73 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 74 return 1;
79 } 75
80 /* If the director has slaying set, only affect objects where none 76 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 77 * of arch, name, or race match.
82 */ 78 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 79 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 80 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 81 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 82 return 1;
88 } 83
89 return 0; 84 return 0;
90} 85}
91 86
92/** 87/**
93 * This handles a player dropping money on an altar to identify stuff. 88 * This handles a player dropping money on an altar to identify stuff.
95 * Return value: 1 if money was destroyed, 0 if not. 90 * Return value: 1 if money was destroyed, 0 if not.
96 */ 91 */
97static int 92static int
98apply_id_altar (object *money, object *altar, object *pl) 93apply_id_altar (object *money, object *altar, object *pl)
99{ 94{
100 object *id, *marked; 95 dynbuf_text &buf = msg_dynbuf; buf.clear ();
101 int success = 0;
102 96
103 if (pl == NULL || pl->type != PLAYER) 97 if (!pl || pl->type != PLAYER)
104 return 0; 98 return 0;
105 99
106 /* Check for MONEY type is a special hack - it prevents 'nothing needs 100 /* Check for MONEY type is a special hack - it prevents 'nothing needs
107 * identifying' from being printed out more than it needs to be. 101 * identifying' from being printed out more than it needs to be.
108 */ 102 */
109 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 103 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
110 return 0; 104 return 0;
111 105
112 marked = find_marked_object (pl);
113 /* if the player has a marked item, identify that if it needs to be 106 /* if the player has a marked item, identify that if it needs to be
114 * identified. IF it doesn't, then go through the player inventory. 107 * identified. If it doesn't, then go through the player inventory.
115 */ 108 */
109 if (object *marked = find_marked_object (pl))
116 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 110 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 111 {
118 if (operate_altar (altar, &money)) 112 if (operate_altar (altar, &money, pl))
119 { 113 {
120 identify (marked); 114 identify (marked);
121 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 115
116 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) 117 if (marked->msg)
123 { 118 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 119
125 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 120 return !money;
126 } 121 }
127 return money == NULL;
128 } 122 }
129 }
130 123
131 for (id = pl->inv; id; id = id->below) 124 for (object *id = pl->inv; id; id = id->below)
132 { 125 {
133 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 126 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
134 { 127 {
135 if (operate_altar (altar, &money)) 128 if (operate_altar (altar, &money, pl))
136 { 129 {
137 identify (id); 130 identify (id);
138 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 131
132 buf.printf ("You have %s.\r", long_desc (id, pl));
139 if (id->msg) 133 if (id->msg)
140 { 134 buf << "The item has a story:\r" << id->msg << "\n\n";
141 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 135
142 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
143 }
144 success = 1;
145 /* If no more money, might as well quit now */ 136 /* If no more money, might as well quit now */
146 if (money == NULL || !check_altar_sacrifice (altar, money)) 137 if (!money || !check_altar_sacrifice (altar, money))
147 break; 138 break;
148 } 139 }
149 else 140 else
150 { 141 {
151 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 142 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
152 break; 143 break;
153 } 144 }
154 } 145 }
155 } 146 }
156 if (!success) 147
157 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 148 if (buf.empty ())
149 pl->failmsg ("You have nothing that needs identifying");
150 else
151 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
152
158 return money == NULL; 153 return !money;
159} 154}
160 155
161/** 156/**
162 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
163 * matching item. 158 * matching item.
164 **/ 159 **/
165static void 160void
166handle_apply_yield (object *tmp) 161handle_apply_yield (object *tmp)
167{ 162{
168 const char *yield; 163 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
169 164 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
170 yield = get_ob_key_value (tmp, "on_use_yield");
171 if (yield != NULL)
172 {
173 object *drop = get_archetype (yield);
174
175 if (tmp->env)
176 {
177 drop = insert_ob_in_ob (drop, tmp->env);
178 if (tmp->env->type == PLAYER)
179 esrv_send_item (tmp->env, drop);
180 }
181 else
182 {
183 drop->x = tmp->x;
184 drop->y = tmp->y;
185 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
186 }
187 }
188} 165}
189 166
190/** 167/**
191 * Handles applying a potion. 168 * Handles applying a potion.
192 */ 169 */
193int 170int
194apply_potion (object *op, object *tmp) 171apply_potion (object *op, object *tmp)
195{ 172{
196 int got_one = 0, i; 173 int got_one = 0, i;
197 object *force = 0, *floor = 0; 174 object *force = 0;
198 175
199 floor = GET_MAP_OB (op->map, op->x, op->y); 176 object *floor = GET_MAP_OB (op->map, op->x, op->y);
200 177
201 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 178 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
202 { 179 {
203 if (op->type == PLAYER)
204 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 180 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
181
205 CLEAR_FLAG (tmp, FLAG_APPLIED); 182 CLEAR_FLAG (tmp, FLAG_APPLIED);
206 return 0; 183 return 0;
207 } 184 }
208 185
209 if (op->type == PLAYER) 186 if (op->type == PLAYER)
220 197
221 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 198 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
222 { 199 {
223 op->drain_stat (); 200 op->drain_stat ();
224 op->update_stats (); 201 op->update_stats ();
225 decrease_ob (tmp); 202 tmp->decrease ();
226 return 1; 203 return 1;
227 } 204 }
228 205
229 if (!(at = archetype::find (ARCH_DEPLETION))) 206 if (!(at = archetype::find (shstr_depletion)))
230 { 207 {
231 LOG (llevError, "Could not find archetype depletion\n"); 208 LOG (llevError, "Could not find archetype depletion\n");
232 return 0; 209 return 0;
233 } 210 }
211
234 depl = present_arch_in_ob (at, op); 212 depl = present_arch_in_ob (at, op);
235 213
236 if (depl) 214 if (depl)
237 { 215 {
238 for (i = 0; i < NUM_STATS; i++) 216 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 217 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 218 op->statusmsg (restore_msg[i]);
241 219
242 depl->destroy (); 220 depl->destroy ();
243 op->update_stats (); 221 op->update_stats ();
244 } 222 }
245 else 223 else
246 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 224 op->statusmsg ("Your potion had no effect.");
247 225
248 decrease_ob (tmp); 226 tmp->decrease ();
249 return 1; 227 return 1;
250 } 228 }
251 229
252 /* improvement potion - only for players */ 230 /* improvement potion - only for players */
253 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 231 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
254 { 232 {
255 for (i = 1; i < MIN (11, op->level); i++) 233 for (i = 1; i < min (11, op->level); i++)
256 { 234 {
257 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 235 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
258 { 236 {
259 if (op->contr->levhp[i] != 1) 237 if (op->contr->levhp[i] != 1)
260 { 238 {
261 op->contr->levhp[i] = 1; 239 op->contr->levhp[i] = 1;
262 break; 240 break;
263 } 241 }
242
264 if (op->contr->levsp[i] != 1) 243 if (op->contr->levsp[i] != 1)
265 { 244 {
266 op->contr->levsp[i] = 1; 245 op->contr->levsp[i] = 1;
267 break; 246 break;
268 } 247 }
248
269 if (op->contr->levgrace[i] != 1) 249 if (op->contr->levgrace[i] != 1)
270 { 250 {
271 op->contr->levgrace[i] = 1; 251 op->contr->levgrace[i] = 1;
272 break; 252 break;
273 } 253 }
277 if (op->contr->levhp[i] < 9) 257 if (op->contr->levhp[i] < 9)
278 { 258 {
279 op->contr->levhp[i] = 9; 259 op->contr->levhp[i] = 9;
280 break; 260 break;
281 } 261 }
262
282 if (op->contr->levsp[i] < 6) 263 if (op->contr->levsp[i] < 6)
283 { 264 {
284 op->contr->levsp[i] = 6; 265 op->contr->levsp[i] = 6;
285 break; 266 break;
286 } 267 }
268
287 if (op->contr->levgrace[i] < 3) 269 if (op->contr->levgrace[i] < 3)
288 { 270 {
289 op->contr->levgrace[i] = 3; 271 op->contr->levgrace[i] = 3;
290 break; 272 break;
291 } 273 }
292 } 274 }
293 } 275 }
294 276
295 /* Just makes checking easier */ 277 /* Just makes checking easier */
296 if (i < MIN (11, op->level)) 278 if (i < min (11, op->level))
297 got_one = 1; 279 got_one = 1;
298 280
299 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 281 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
300 { 282 {
301 if (got_one) 283 if (got_one)
302 { 284 {
303 op->update_stats (); 285 op->update_stats ();
304 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 286 op->statusmsg ("The Gods smile upon you and remake you "
305 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 287 "a little more in their image. "
306 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 288 "You feel a little more perfect.", NDI_GREEN);
307 } 289 }
308 else 290 else
309 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 291 op->statusmsg ("The potion had no effect - you are already perfect.");
310 } 292 }
311 else 293 else
312 { /* cursed potion */ 294 { /* cursed potion */
313 if (got_one) 295 if (got_one)
314 { 296 {
315 op->update_stats (); 297 op->update_stats ();
316 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 298 op->failmsg ("The Gods are angry and punish you.");
317 } 299 }
318 else 300 else
319 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 301 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 } 302 }
321 303
322 decrease_ob (tmp); 304 tmp->decrease ();
323 return 1; 305 return 1;
324 } 306 }
325 307
326 308
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 309 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 313 */
332 if (tmp->inv) 314 if (tmp->inv)
333 { 315 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 316 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 317 {
336 object *fball; 318 op->failmsg ("Yech! Your lungs are on fire!");
337 319 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
342 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
343 fball->x = op->x;
344 fball->y = op->y;
345 insert_ob_in_map (fball, op->map, NULL, 0);
346 } 320 }
347 else 321 else
348 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 322 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
349 323
350 decrease_ob (tmp); 324 tmp->decrease ();
325
351 /* if youre dead, no point in doing this... */ 326 /* if youre dead, no point in doing this... */
352 if (!QUERY_FLAG (op, FLAG_REMOVED)) 327 if (!QUERY_FLAG (op, FLAG_REMOVED))
353 op->update_stats (); 328 op->update_stats ();
329
354 return 1; 330 return 1;
355 } 331 }
356 332
357 /* Deal with protection potions */ 333 /* Deal with protection potions */
358 force = NULL; 334 force = NULL;
360 { 336 {
361 if (tmp->resist[i]) 337 if (tmp->resist[i])
362 { 338 {
363 if (!force) 339 if (!force)
364 force = get_archetype (FORCE_NAME); 340 force = get_archetype (FORCE_NAME);
341
365 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 342 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
366 force->type = POTION_EFFECT; 343 force->type = POTION_EFFECT;
367 break; /* Only need to find one protection since we copy entire batch */ 344 break; /* Only need to find one protection since we copy entire batch */
368 } 345 }
369 } 346 }
347
370 /* This is a protection potion */ 348 /* This is a protection potion */
371 if (force) 349 if (force)
372 { 350 {
373 /* cursed items last longer */ 351 /* cursed items last longer */
374 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 352 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
376 force->stats.food *= 10; 354 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 355 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 356 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 357 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 358 }
359
381 force->speed_left = -1; 360 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 361 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 362 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 363 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 364 change_abil (op, force);
386 decrease_ob (tmp); 365 tmp->decrease ();
387 return 1; 366 return 1;
388 } 367 }
389 368
390 /* Only thing left are the stat potions */ 369 /* Only thing left are the stat potions */
391 if (op->type == PLAYER) 370 if (op->type == PLAYER)
392 { /* only for players */ 371 { /* only for players */
393 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 372 if ((QUERY_FLAG (tmp, FLAG_CURSED)
373 || QUERY_FLAG (tmp, FLAG_DAMNED))
374 && tmp->value != 0)
394 CLEAR_FLAG (tmp, FLAG_APPLIED); 375 CLEAR_FLAG (tmp, FLAG_APPLIED);
395 else 376 else
396 SET_FLAG (tmp, FLAG_APPLIED); 377 SET_FLAG (tmp, FLAG_APPLIED);
378
397 if (!change_abil (op, tmp)) 379 if (!change_abil (op, tmp))
398 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 380 op->statusmsg ("Nothing happened.");
399 } 381 }
400 382
401 /* CLEAR_FLAG is so that if the character has other potions 383 /* CLEAR_FLAG is so that if the character has other potions
402 * that were grouped with the one consumed, his 384 * that were grouped with the one consumed, his
403 * stat will not be raised by them. fix_player just clears 385 * stat will not be raised by them. fix_player just clears
404 * up all the stats. 386 * up all the stats.
405 */ 387 */
406 CLEAR_FLAG (tmp, FLAG_APPLIED); 388 CLEAR_FLAG (tmp, FLAG_APPLIED);
407 op->update_stats (); 389 op->update_stats ();
408 decrease_ob (tmp); 390 tmp->decrease ();
409 return 1; 391 return 1;
410} 392}
411 393
412/**************************************************************************** 394/****************************************************************************
413 * Weapon improvement code follows 395 * Weapon improvement code follows
414 ****************************************************************************/ 396 ****************************************************************************/
415 397
416/** 398/**
399 * This function just checks whether who can handle equipping an item
400 * with item_power.
401 */
402static bool
403check_item_power (object *who, int item_power)
404{
405 if (who->type == PLAYER
406 && item_power
407 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
408 return false;
409 else
410 return true;
411}
412
413/**
417 * This returns the sum of nrof of item (arch name). 414 * This returns the sum of nrof of item (arch name).
418 */ 415 */
419static int 416static int
420check_item (object *op, const char *item) 417check_item (object *op, shstr_cmp item)
421{ 418{
422 int count = 0; 419 int count = 0;
423 420
424 421 if (!item)
425 if (item == NULL)
426 return 0; 422 return 0;
427 op = op->below; 423
428 while (op != NULL) 424 for (op = op->below; op; op = op->below)
429 { 425 if (op->arch->archname == item)
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 426 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 427 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++;
437 else
438 count += op->nrof; 428 count += op->number_of ();
439 } 429
440 }
441 op = op->below;
442 }
443 return count; 430 return count;
444} 431}
445 432
446/** 433/**
447 * This removes 'nrof' of what item->slaying says to remove. 434 * This removes 'nrof' of what item->slaying says to remove.
448 * op is typically the player, which is only 435 * op is typically the player, which is only
449 * really used to determine what space to look at. 436 * really used to determine what space to look at.
450 * Modified to only eat 'nrof' of objects. 437 * Modified to only eat 'nrof' of objects.
451 */ 438 */
452static void 439static void
453eat_item (object *op, const char *item, uint32 nrof) 440eat_item (object *op, shstr_cmp item, uint32 nrof)
454{ 441{
455 object *prev; 442 object *prev;
456 443
457 prev = op; 444 prev = op;
458 op = op->below; 445 op = op->below;
459 446
460 while (op != NULL) 447 while (op)
461 { 448 {
462 if (strcmp (op->arch->name, item) == 0) 449 if (op->arch->archname == item)
463 { 450 {
464 if (op->nrof >= nrof) 451 if (op->nrof >= nrof)
465 { 452 {
466 decrease_ob_nr (op, nrof); 453 op->decrease (nrof);
467 return; 454 return;
468 } 455 }
469 else 456 else
470 { 457 {
471 decrease_ob_nr (op, op->nrof); 458 op->decrease (nrof);
472 nrof -= op->nrof; 459 nrof -= op->nrof;
473 } 460 }
461
474 op = prev; 462 op = prev;
475 } 463 }
464
476 prev = op; 465 prev = op;
477 op = op->below; 466 op = op->below;
478 } 467 }
479} 468}
480 469
481/** 470/**
482 * This checks to see of the player (who) is sufficient level to use a weapon
483 * with improvs improvements (typically last_eat). We take an int here
484 * instead of the object so that the improvement code can pass along the
485 * increased value to see if the object is usuable.
486 * we return 1 (true) if the player can use the weapon.
487 */
488static int
489check_weapon_power (const object *who, int improvs)
490{
491
492/* Old code is below (commented out). Basically, since weapons are the only
493 * object players really have any control to improve, it's a bit harsh to
494 * require high level in some combat skill, so we just use overall level.
495 */
496#if 1
497 if (((who->level / 5) + 5) >= improvs)
498 return 1;
499 else
500 return 0;
501
502#else
503 int level = 0;
504
505 /* The skill system hands out wc and dam bonuses to fighters
506 * more generously than the old system (see fix_player). Thus
507 * we need to curtail the power of player enchanted weapons.
508 * I changed this to 1 improvement per "fighter" level/5 -b.t.
509 * Note: Nothing should break by allowing this ratio to be different or
510 * using normal level - it is just a matter of play balance.
511 */
512 if (who->type == PLAYER)
513 {
514 object *wc_obj = NULL;
515
516 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
517 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
518 level = wc_obj->level;
519
520 if (!level)
521 {
522 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
523 level = who->level;
524 }
525 }
526 else
527 level = who->level;
528
529 return (improvs <= ((level / 5) + 5));
530#endif
531}
532
533/**
534 * Returns how many items of type improver->slaying there are under op. 471 * Returns how many items of type improver->slaying there are under op.
535 * Will display a message if none found, and 1 if improver->slaying is NULL. 472 * Will display a message if none found, and 1 if improver->slaying is NULL.
536 */ 473 */
537static int 474static int
538check_sacrifice (object *op, const object *improver) 475check_sacrifice (object *op, const object *improver)
539{ 476{
540 int count = 0; 477 int count = 0;
541 478
542 if (improver->slaying != NULL) 479 if (improver->slaying)
543 { 480 {
544 count = check_item (op, improver->slaying); 481 count = check_item (op, improver->slaying);
545 if (count < 1) 482 if (count < 1)
546 { 483 {
547 char buf[200];
548
549 sprintf (buf, "The gods want more %ss", &improver->slaying); 484 op->failmsg (format ("The gods want more %ss", &improver->slaying));
550 new_draw_info (NDI_UNIQUE, 0, op, buf);
551 return 0; 485 return 0;
552 } 486 }
553 } 487 }
554 else 488 else
555 count = 1; 489 count = 1;
558} 492}
559 493
560/** 494/**
561 * Actually improves the weapon, and tells user. 495 * Actually improves the weapon, and tells user.
562 */ 496 */
563int 497static int
564improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 498improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
565{ 499{
566
567 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
568 *stat += sacrifice_count; 500 stat += sacrifice_count;
569 weapon->last_eat++; 501 weapon->last_eat++;
570 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 502 improver->decrease ();
571 decrease_ob (improver);
572 503
573 /* So it updates the players stats and the window */ 504 /* So it updates the players stats and the window */
574 op->update_stats (); 505 op->update_stats ();
506
507 op->statusmsg (format (
508 "Your sacrifice was accepted.\n"
509 "Weapon's bonus to %s improved by %d.",
510 statname, sacrifice_count
511 ));
512
575 return 1; 513 return 1;
576} 514}
577 515
578/* Types of improvements, hidden in the sp field. */ 516/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 517#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 518#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 519#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 520#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 521#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 522#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 523#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 524#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 525#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 526#define IMPROVE_INT 10
589#define IMPROVE_POW 11 527#define IMPROVE_POW 11
590
591 528
592/** 529/**
593 * This does the prepare weapon scroll. 530 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 531 * Checks for sacrifice, and so on.
595 */ 532 */
596 533static int
597int
598prepare_weapon (object *op, object *improver, object *weapon) 534prepare_weapon (object *op, object *improver, object *weapon)
599{ 535{
600 int sacrifice_count, i; 536 int sacrifice_count, i;
601 char buf[MAX_BUF]; 537 char buf[MAX_BUF];
602 538
603 if (weapon->level != 0) 539 if (weapon->level != 0)
604 { 540 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 541 op->failmsg ("Weapon is already prepared!");
606 return 0; 542 return 0;
607 } 543 }
544
608 for (i = 0; i < NROFATTACKS; i++) 545 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 546 if (weapon->resist[i])
610 break; 547 break;
611 548
612 /* If we break out, i will be less than nrofattacks, preventing 549 /* If we break out, i will be less than nrofattacks, preventing
615 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 552 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
616 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 553 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
617 weapon->stats.exp || /* speed */ 554 weapon->stats.exp || /* speed */
618 weapon->stats.ac) /* AC - only taifu's I think */ 555 weapon->stats.ac) /* AC - only taifu's I think */
619 { 556 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 557 op->failmsg ("You cannot prepare magic weapons. "
558 "H<A weapon is considered magical if it changes regeneration, "
559 "speed or ac, or has other protections.>");
621 return 0; 560 return 0;
622 } 561 }
562
623 sacrifice_count = check_sacrifice (op, improver); 563 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 564 if (sacrifice_count <= 0)
625 return 0; 565 return 0;
566
626 weapon->level = isqrt (sacrifice_count); 567 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 568 eat_item (op, improver->slaying, sacrifice_count);
629 569
630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 570 op->statusmsg (format (
571 "Your sacrifice was accepted."
572 "Your *%s may be improved %d times.",
573 &weapon->name, weapon->level
574 ));
631 575
632 sprintf (buf, "%s's %s", &op->name, &weapon->name); 576 sprintf (buf, "%s's %s", &op->name, &weapon->name);
633 weapon->name = weapon->name_pl = buf; 577 weapon->name = weapon->name_pl = buf;
634 weapon->nrof = 0; /* prevents preparing n weapons in the same 578 weapon->nrof = 0; /* prevents preparing n weapons in the same
635 slot at once! */ 579 slot at once! */
636 decrease_ob (improver); 580 improver->decrease ();
637 weapon->last_eat = 0; 581 weapon->last_eat = 0;
638 return 1; 582 return 1;
639} 583}
640
641 584
642/** 585/**
643 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 586 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
644 * This is the new improve weapon code. 587 * This is the new improve weapon code.
645 * Returns 0 if it was not able to work for some reason. 588 * Returns 0 if it was not able to work for some reason.
648 * 591 *
649 * We are hiding extra information about the weapon in the level and 592 * We are hiding extra information about the weapon in the level and
650 * last_eat numbers for an object. Hopefully this won't break anything ?? 593 * last_eat numbers for an object. Hopefully this won't break anything ??
651 * level == max improve last_eat == current improve 594 * level == max improve last_eat == current improve
652 */ 595 */
653int 596static int
654improve_weapon (object *op, object *improver, object *weapon) 597improve_weapon (object *op, object *improver, object *weapon)
655{ 598{
656 int sacrifice_count, sacrifice_needed = 0; 599 int sacrifice_count, sacrifice_needed = 0;
657 600
658 if (improver->stats.sp == IMPROVE_PREPARE) 601 if (improver->stats.sp == IMPROVE_PREPARE)
659 {
660 return prepare_weapon (op, improver, weapon); 602 return prepare_weapon (op, improver, weapon);
661 } 603
662 if (weapon->level == 0) 604 if (weapon->level == 0)
663 { 605 {
664 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 606 op->failmsg (
607 "This weapon has not been prepared."
608 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
665 return 0; 609 return 0;
666 } 610 }
667 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 611
612 if (weapon->last_eat >= weapon->level // improvements used up
613 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
668 { 614 {
669 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 615 op->failmsg ("This weapon cannot be improved any more.");
670 return 0; 616 return 0;
671 } 617 }
672 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 618
619 if (QUERY_FLAG (weapon, FLAG_APPLIED)
620 && !check_item_power (op, weapon->item_power + 1))
673 { 621 {
674 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 622 op->failmsg ("Improving the weapon will make it too "
675 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 623 "powerful for you to use. Unready it if you "
676 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 624 "really want to improve it.");
677 return 0; 625 return 0;
678 } 626 }
627
679 /* This just increases damage by 5 points, no matter what. No sacrifice 628 /* This just increases damage by 5 points, no matter what. No sacrifice
680 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 629 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
681 * don't put any maximum value on damage - the limit is how much the 630 * don't put any maximum value on damage - the limit is how much the
682 * weapon can be improved. 631 * weapon can be improved.
683 */ 632 */
684 if (improver->stats.sp == IMPROVE_DAMAGE) 633 if (improver->stats.sp == IMPROVE_DAMAGE)
685 { 634 {
686 weapon->stats.dam += 5; 635 weapon->stats.dam += 5;
687 weapon->weight += 5000; /* 5 KG's */ 636 weapon->weight += 5000; /* 5 KG's */
688 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 637 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
689 weapon->last_eat++; 638 weapon->last_eat++;
690 639
691 weapon->item_power++; 640 weapon->item_power++;
692 decrease_ob (improver); 641 improver->decrease ();
693 return 1; 642 return 1;
694 } 643 }
644
695 if (improver->stats.sp == IMPROVE_WEIGHT) 645 if (improver->stats.sp == IMPROVE_WEIGHT)
696 { 646 {
697 /* Reduce weight by 20% */ 647 /* Reduce weight by 20% */
698 weapon->weight = (weapon->weight * 8) / 10; 648 weapon->weight = (weapon->weight * 8) / 10;
699 if (weapon->weight < 1) 649 if (weapon->weight < 1)
700 weapon->weight = 1; 650 weapon->weight = 1;
651
701 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 652 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
702 weapon->last_eat++; 653 weapon->last_eat++;
703 weapon->item_power++; 654 weapon->item_power++;
704 decrease_ob (improver); 655 improver->decrease ();
705 return 1; 656 return 1;
706 } 657 }
658
707 if (improver->stats.sp == IMPROVE_ENCHANT) 659 if (improver->stats.sp == IMPROVE_ENCHANT)
708 { 660 {
709 weapon->magic++; 661 weapon->magic++;
710 weapon->last_eat++; 662 weapon->last_eat++;
711 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 663 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
712 decrease_ob (improver); 664 improver->decrease ();
713 weapon->item_power++; 665 weapon->item_power++;
714 return 1; 666 return 1;
715 } 667 }
716 668
717 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 669 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
722 sacrifice_needed *= 2; 674 sacrifice_needed *= 2;
723 675
724 sacrifice_count = check_sacrifice (op, improver); 676 sacrifice_count = check_sacrifice (op, improver);
725 if (sacrifice_count < sacrifice_needed) 677 if (sacrifice_count < sacrifice_needed)
726 { 678 {
727 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 679 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
728 return 0; 680 return 0;
729 } 681 }
682
730 eat_item (op, improver->slaying, sacrifice_needed); 683 eat_item (op, improver->slaying, sacrifice_needed);
731 weapon->item_power++; 684 weapon->item_power++;
732 685
733 switch (improver->stats.sp) 686 switch (improver->stats.sp)
734 { 687 {
735 case IMPROVE_STR:
736 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 688 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
737 case IMPROVE_DEX:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 689 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
739 case IMPROVE_CON:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 690 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
741 case IMPROVE_WIS:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 691 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
743 case IMPROVE_CHA:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 692 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
745 case IMPROVE_INT:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 693 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
747 case IMPROVE_POW:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 694 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
749 default: 695 default:
750 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 696 op->failmsg ("Unknown improvement type.");
751 } 697 }
698
752 LOG (llevError, "improve_weapon: Got to end of function\n"); 699 LOG (llevError, "improve_weapon: Got to end of function\n");
753 return 0; 700 return 0;
754} 701}
755 702
756/** 703/**
757 * Handles the applying of improve/prepare/enchant weapon scroll. 704 * Handles the applying of improve/prepare/enchant weapon scroll.
758 * Checks a few things (not on a non-magic square, marked weapon, ...), 705 * Checks a few things (not on a non-magic square, marked weapon, ...),
759 * then calls improve_weapon to do the dirty work. 706 * then calls improve_weapon to do the dirty work.
760 */ 707 */
761int 708static int
762check_improve_weapon (object *op, object *tmp) 709check_improve_weapon (object *op, object *tmp)
763{ 710{
764 object *otmp; 711 object *otmp;
765 712
766 if (op->type != PLAYER) 713 if (op->type != PLAYER)
767 return 0; 714 return 0;
715
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 716 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 { 717 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 718 op->failmsg ("Something blocks the magic of the scroll!");
771 return 0; 719 return 0;
772 } 720 }
721
773 otmp = find_marked_object (op); 722 otmp = find_marked_object (op);
723
774 if (!otmp) 724 if (!otmp)
775 { 725 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 726 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
777 return 0; 727 return 0;
778 } 728 }
729
779 if (otmp->type != WEAPON && otmp->type != BOW) 730 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 731 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 732 op->failmsg ("Marked item is not a weapon or bow!");
782 return 0; 733 return 0;
783 } 734 }
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 735
736 op->statusmsg ("Applied weapon builder.");
737
785 improve_weapon (op, tmp, otmp); 738 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 739 esrv_send_item (op, otmp);
787 return 1; 740 return 1;
788} 741}
789 742
807 * the armour value of the piece of equipment exceed either 760 * the armour value of the piece of equipment exceed either
808 * the users level or 90) 761 * the users level or 90)
809 * Modified by MSW for partial resistance. Only support 762 * Modified by MSW for partial resistance. Only support
810 * changing of physical area right now. 763 * changing of physical area right now.
811 */ 764 */
812int 765static int
813improve_armour (object *op, object *improver, object *armour) 766improve_armour (object *op, object *improver, object *armour)
814{ 767{
815 object *tmp; 768 object *tmp;
816 769
817 if (armour->magic >= settings.armor_max_enchant) 770 if (armour->magic >= settings.armor_max_enchant)
818 { 771 {
819 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 772 op->failmsg ("This armour can not be enchanted any further!");
820 return 0; 773 return 0;
821 } 774 }
775
822 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 776 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
823 * etc), so take the easy way out and don't worry about it. 777 * etc), so take the easy way out and don't worry about it.
824 * Note - maybe add scrolls which make the random artifact versions (eg, armour 778 * Note - maybe add scrolls which make the random artifact versions (eg, armour
825 * of gnarg and what not?) 779 * of gnarg and what not?)
826 */ 780 */
827 if (armour->title) 781 if (armour->title)
828 { 782 {
829 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 783 op->failmsg ("This armour will not accept further enchantment.");
830 return 0; 784 return 0;
831 } 785 }
832 786
833 /* Split objects if needed. Can't insert tmp until the 787 /* Split objects if needed. Can't insert tmp until the
834 * end of this function - otherwise it will just re-merge. 788 * end of this function - otherwise it will just re-merge.
835 */ 789 */
836 if (armour->nrof > 1) 790 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
837 tmp = get_split_ob (armour, armour->nrof - 1);
838 else
839 tmp = NULL;
840 791
841 armour->magic++; 792 armour->magic++;
842 793
843 if (!settings.armor_speed_linear) 794 if (!settings.armor_speed_linear)
844 { 795 {
849 { 800 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 801 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 802 pow++;
852 } 803 }
853 804
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 805 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 806 }
856 else 807 else
857 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
858 809
859 if (!settings.armor_weight_linear) 810 if (!settings.armor_weight_linear)
860 { 811 {
861 int base = 100; 812 int base = 100;
862 int pow = 0; 813 int pow = 0;
865 { 816 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 817 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 818 pow++;
868 } 819 }
869 820
870 armour->weight = (armour->arch->clone.weight * base) / 100; 821 armour->weight = (armour->arch->weight * base) / 100;
871 } 822 }
872 else 823 else
873 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 824 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
874 825
875 if (armour->weight <= 0) 826 if (armour->weight <= 0)
876 { 827 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 828 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 829 armour->weight = 1;
879 } 830 }
880 831
881 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 832 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
882 833
883 if (op->type == PLAYER) 834 if (op->type == PLAYER)
884 { 835 {
885 esrv_send_item (op, armour); 836 esrv_send_item (op, armour);
837
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 838 if (QUERY_FLAG (armour, FLAG_APPLIED))
887 op->update_stats (); 839 op->update_stats ();
888 } 840 }
889 decrease_ob (improver); 841
842 improver->decrease ();
843
890 if (tmp) 844 if (tmp)
891 { 845 op->insert (tmp);
892 insert_ob_in_ob (tmp, op); 846
893 esrv_send_item (op, tmp);
894 }
895 return 1; 847 return 1;
896} 848}
897
898 849
899/* 850/*
900 * convert_item() returns 1 if anything was converted, 0 if the item was not 851 * convert_item() returns 1 if anything was converted, 0 if the item was not
901 * what the converter wants, -1 if the converter is broken. 852 * what the converter wants, -1 if the converter is broken.
902 */ 853 *
903#define CONV_FROM(xyz) xyz->slaying
904#define CONV_TO(xyz) xyz->other_arch
905#define CONV_NR(xyz) xyz->stats.sp
906#define CONV_NEED(xyz) xyz->stats.food
907
908/* Takes one items and makes another. 854 * Takes one type of items and makes another.
909 * converter is the object that is doing the conversion. 855 * converter is the object that is doing the conversion.
910 * item is the object that triggered the converter - if it is not 856 * item is the object that triggered the converter - if it is not
911 * what the converter wants, this will not do anything. 857 * what the converter wants, this will not do anything.
912 */ 858 */
913int 859int
914convert_item (object *item, object *converter) 860convert_item (object *item, object *converter)
915{ 861{
916 int nr = 0; 862 sint64 nr = 0, price_in;
917 uint32 price_in; 863
864 if (item->flag [FLAG_UNPAID])
865 return 0;
866
867 shstr conv_from = converter->slaying;
868 archetype *conv_to = converter->other_arch;
869 sint64 need = converter->stats.food;
870 sint64 give = converter->stats.sp;
918 871
919 /* We make some assumptions - we assume if it takes money as it type, 872 /* We make some assumptions - we assume if it takes money as it type,
920 * it wants some amount. We don't make change (ie, if something costs 873 * it wants some amount. We don't make change (ie, if something costs
921 * 3 gp and player drops a platinum, tough luck) 874 * 3 gp and player drops a platinum, tough luck)
922 */ 875 */
923 if (!strcmp (CONV_FROM (converter), "money")) 876 if (conv_from == shstr_money)
924 { 877 {
925 int cost;
926
927 if (item->type != MONEY) 878 if (item->type != MONEY)
928 return 0; 879 return 0;
929 880
930 nr = (item->nrof * item->value) / CONV_NEED (converter); 881 nr = sint64 (item->nrof) * item->value / need;
931 if (!nr) 882 if (!nr)
932 return 0; 883 return 0;
933 cost = nr * CONV_NEED (converter) / item->value; 884
934 /* take into account rounding errors */ 885 converter->play_sound (sound_find ("shop_buy"));
935 if (nr * CONV_NEED (converter) % item->value) 886
936 cost++; 887 sint64 cost = (nr * need + item->value - 1) / item->value;
937 decrease_ob_nr (item, cost); 888
889 item->decrease (cost);
938 890
939 price_in = cost * item->value; 891 price_in = cost * item->value;
940 } 892 }
941 else 893 else
942 { 894 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 895 if (item->type == PLAYER
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 896 || conv_from != item->arch->archname
897 || (need && need > (uint16) item->nrof))
945 return 0; 898 return 0;
946 899
947 if (CONV_NEED (converter)) 900 converter->play_sound (sound_find ("convert_item"));
901
902 if (need)
948 { 903 {
949 nr = item->nrof / CONV_NEED (converter); 904 nr = sint64 (item->nrof) / need;
950 decrease_ob_nr (item, nr * CONV_NEED (converter)); 905 item->decrease (nr * need);
951 price_in = nr * CONV_NEED (converter) * item->value; 906 price_in = nr * need * item->value;
952 } 907 }
953 else 908 else
954 { 909 {
955 price_in = item->value; 910 price_in = item->value;
956 item->destroy (); 911 item->destroy ();
957 } 912 }
958 } 913 }
959 914
960 if (converter->inv != NULL) 915 if (converter->inv)
961 { 916 {
962 object *ob; 917 object *ob;
963 int i; 918 int i;
964 object *ob_to_copy; 919 object *ob_to_copy;
965 920
966 /* select random object from inventory to copy */ 921 /* select random object from inventory to copy */
967 ob_to_copy = converter->inv; 922 ob_to_copy = converter->inv;
968 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 923 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
969 {
970 if (rndm (0, i) == 0) 924 if (rndm (0, i) == 0)
971 {
972 ob_to_copy = ob; 925 ob_to_copy = ob;
973 } 926
974 } 927 item = ob_to_copy->deep_clone ();
975 item = object_create_clone (ob_to_copy);
976 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 928 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
977 unflag_inv (item, FLAG_IS_A_TEMPLATE); 929 unflag_inv (item, FLAG_IS_A_TEMPLATE);
978 } 930 }
979 else 931 else
980 { 932 {
981 if (converter->other_arch == NULL) 933 if (!conv_to)
982 { 934 {
983 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 935 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
984 &converter->name, &converter->map->path, converter->x, converter->y); 936 &converter->name, &converter->map->path, converter->x, converter->y);
985 return -1; 937 return -1;
986 } 938 }
987 939
988 item = object_create_arch (converter->other_arch); 940 item = object_create_arch (conv_to);
989 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 941 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
990 } 942 }
991 943
992 if (CONV_NR (converter)) 944 if (give)
993 item->nrof = CONV_NR (converter); 945 item->nrof = give;
946
994 if (nr) 947 if (nr)
995 item->nrof *= nr; 948 item->nrof *= nr;
996 if (is_in_shop (converter)) 949
950 if (converter->flag [FLAG_PRECIOUS])
997 SET_FLAG (item, FLAG_UNPAID); 951 SET_FLAG (item, FLAG_UNPAID);
952
953 if (converter->is_in_shop ())
954 {
955 // converters on shop floors don't work anymore, bug lets check for it
956 // and report in case someone still does it.
957 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
958 converter->debug_desc ());
959 SET_FLAG (item, FLAG_UNPAID);
960 }
998 else if (price_in < item->nrof * item->value) 961 else if (price_in < sint64 (item->nrof) * item->value)
999 { 962 {
1000 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 963 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1001 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 964 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1002
1003 /** 965 /**
1004 * elmex: we are going to let the game continue, as the mapcreator 966 * elmex: we are going to let the game continue, as the mapcreator
1005 * propably had something in mind when doing this 967 * hopefully had something in mind when doing this.
1006 */ 968 */
1007 } 969 }
970
971 // elmex: only identify if we need to, for example so that generated money doesn't
972 // get an 'identified' flag so easily.
973 if (need_identify (item))
974 identify (item);
975
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 976 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009 return 1; 977 return 1;
1010} 978}
1011 979
1012/** 980/**
1013 * Handle apply on containers. 981 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 982 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 983 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t. 984 * added the alchemical cauldron to the code -b.t.
1017 */ 985 */
1018 986static int
1019int
1020apply_container (object *op, object *sack) 987apply_container (object *op, object *sack)
1021{ 988{
1022 char buf[MAX_BUF]; 989 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 990 return 0; /* This might change */
1027 991
1028 if (sack == NULL || sack->type != CONTAINER) 992 if (!sack || sack->type != CONTAINER)
1029 { 993 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 994 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 995 return 0;
1032 } 996 }
1033 997
1034 op->contr->last_used = 0; 998 op->contr->last_used = 0;
1035 999
1036 if (sack->env != op) 1000 if (sack->env && sack->env != op)
1001 {
1002 op->failmsg ("You must put it onto the floor or into your inventory first.");
1003 return 1;
1037 { 1004 }
1038 if (sack->other_arch == NULL || sack->env != NULL) 1005
1006 // already applied == open on ground, or open in inv, or active in inv
1007 if (sack->flag [FLAG_APPLIED])
1008 {
1009 if (op->container_ () == sack)
1039 { 1010 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1011 // open on ground or inv, so close
1012 op->close_container ();
1041 return 1; 1013 return 1;
1042 } 1014 }
1043 1015 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above);
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1;
1056 }
1057 }
1058 } 1016 {
1059 if (QUERY_FLAG (sack, FLAG_APPLIED)) 1017 // active, but not ours: some other player has opened it
1018 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1019 return 1;
1060 { 1020 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1021
1081 if (tmp && tmp->type == CLOSE_CON) 1022 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1023 }
1024 else if (sack->env)
1025 {
1026 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1027 op->close_container ();
1090 { 1028 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1029 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1030 op->statusmsg (format ("You ready %s.", query_name (sack)));
1093 tmp = op->container; 1031 return 1;
1094 apply_container (op, tmp); 1032 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1033
1096 op->container = sack; 1034 // it's locked?
1097 strcat (buf, query_name (sack)); 1035 if (sack->slaying)
1098 strcat (buf, "."); 1036 {
1099 } 1037 if (object *tmp = find_key (op, op, sack))
1100 else 1038 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1039 else
1108 { 1040 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
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 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1041 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1042 return 1;
1145 } 1043 }
1146 }
1147 } 1044 }
1148 1045
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1046 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1047
1154 return 1; 1048 return 1;
1155} 1049}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1050
1282/** 1051/**
1283 * Handles dropping things on altar. 1052 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1053 * Returns true if sacrifice was accepted.
1285 */ 1054 */
1288{ 1057{
1289 /* Only players can make sacrifices on spell casting altars. */ 1058 /* Only players can make sacrifices on spell casting altars. */
1290 if (altar->inv && (!originator || originator->type != PLAYER)) 1059 if (altar->inv && (!originator || originator->type != PLAYER))
1291 return 0; 1060 return 0;
1292 1061
1293 if (operate_altar (altar, &sacrifice)) 1062 if (operate_altar (altar, &sacrifice, originator))
1294 { 1063 {
1295 /* Simple check. Unfortunately, it means you can't cast magic bullet 1064 /* Simple check. Unfortunately, it means you can't cast magic bullet
1296 * with an altar. We call it a Potion - altars are stationary - it 1065 * with an altar. We call it a Potion - altars are stationary - it
1297 * is up to map designers to use them properly. 1066 * is up to map designers to use them properly.
1298 */ 1067 */
1299 if (altar->inv && altar->inv->type == SPELL) 1068 if (altar->inv && altar->inv->type == SPELL)
1300 { 1069 {
1301 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1070 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1302 cast_spell (originator, altar, 0, altar->inv, NULL); 1071 cast_spell (originator, altar, 0, altar->inv, NULL);
1303 /* If it is connected, push the button. Fixes some problems with 1072 /* If it is connected, push the button. Fixes some problems with
1304 * old maps. 1073 * old maps.
1305 */ 1074 */
1306 1075
1307/* push_button (altar);*/ 1076/* push_button (altar);*/
1308 } 1077 }
1309 else 1078 else
1310 { 1079 {
1311 altar->value = 1; /* works only once */ 1080 altar->value = 1; /* works only once */
1312 push_button (altar); 1081 push_button (altar, originator);
1313 } 1082 }
1314 1083
1315 return !sacrifice; 1084 return !sacrifice;
1316 } 1085 }
1317 else 1086 else
1332 double opinion; 1101 double opinion;
1333 object *tmp, *next; 1102 object *tmp, *next;
1334 1103
1335 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1104 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1336 1105
1337 if (op->type != PLAYER) 1106 bool has_unpaid = false;
1107
1108 // quite inefficient to do this here twice, but the api doesn't lend itself to
1109 // a quick and small change :(
1110 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1111 if (item->flag [FLAG_UNPAID])
1112 {
1113 has_unpaid = true;
1114 break;
1115 }
1116
1117 if (!op->is_player ())
1338 { 1118 {
1339 /* Remove all the unpaid objects that may be carried here. 1119 /* Remove all the unpaid objects that may be carried here.
1340 * This could be pets or monsters that are somehow in 1120 * This could be pets or monsters that are somehow in
1341 * the shop. 1121 * the shop.
1342 */ 1122 */
1346 1126
1347 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1127 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1348 { 1128 {
1349 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1129 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1350 1130
1131 if (i >= 0)
1351 tmp->remove (); 1132 tmp->move (i);
1352
1353 if (i == -1)
1354 i = 0;
1355
1356 tmp->map = op->map;
1357 tmp->x = op->x + freearr_x[i];
1358 tmp->y = op->y + freearr_y[i];
1359 insert_ob_in_map (tmp, op->map, op, 0);
1360 } 1133 }
1361 } 1134 }
1362 1135
1363 /* Don't teleport things like spell effects */ 1136 /* Don't teleport things like spell effects */
1364 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1137 if (QUERY_FLAG (op, FLAG_NO_PICK))
1367 /* unpaid objects, or non living objects, can't transfer by 1140 /* unpaid objects, or non living objects, can't transfer by
1368 * shop mats. Instead, put it on a nearby space. 1141 * shop mats. Instead, put it on a nearby space.
1369 */ 1142 */
1370 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1143 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1371 { 1144 {
1372
1373 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1145 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1374 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1146 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1375 1147
1376 if (i != -1) 1148 if (i != -1)
1377 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1149 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1378 1150
1379 return 0; 1151 return 0;
1380 } 1152 }
1153
1381 /* Removed code that checked for multipart objects - it appears that 1154 /* Removed code that checked for multipart objects - it appears that
1382 * the teleport function should be able to handle this just fine. 1155 * the teleport function should be able to handle this just fine.
1383 */ 1156 */
1384 rv = teleport (shop_mat, SHOP_MAT, op); 1157 rv = teleport (shop_mat, SHOP_MAT, op);
1385 } 1158 }
1386 else if (can_pay (op) && get_payment (op)) 1159 else if (can_pay (op) && get_payment (op))
1387 { 1160 {
1388 /* this is only used for players */ 1161 /* this is only used for players */
1389 rv = teleport (shop_mat, SHOP_MAT, op); 1162 rv = teleport (shop_mat, SHOP_MAT, op);
1390 1163
1164 if (has_unpaid)
1165 op->contr->play_sound (sound_find ("shop_buy"));
1166 else if (op->is_in_shop ())
1167 op->contr->play_sound (sound_find ("shop_enter"));
1168 else
1169 op->contr->play_sound (sound_find ("shop_leave"));
1170
1391 if (shop_mat->msg) 1171 if (shop_mat->msg)
1392 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1172 op->statusmsg (shop_mat->msg);
1393 /* This check below is a bit simplistic - generally it should be correct, 1173 /* This check below is a bit simplistic - generally it should be correct,
1394 * but there is never a guarantee that the bottom space on the map is 1174 * but there is never a guarantee that the bottom space on the map is
1395 * actually the shop floor. 1175 * actually the shop floor.
1396 */ 1176 */
1397 else if (!rv && !is_in_shop (op)) 1177 else if (!rv && !op->is_in_shop ())
1398 { 1178 {
1399 opinion = shopkeeper_approval (op->map, op); 1179 opinion = shopkeeper_approval (op->map, op);
1400 1180
1401 if (opinion > 0.9) 1181 op->statusmsg (
1402 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1182 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1403 else if (opinion > 0.75) 1183 : opinion >= 0.75 ? "The shopkeeper waves to you."
1404 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1184 : opinion >= 0.50 ? "The shopkeeper ignores you."
1405 else if (opinion > 0.5) 1185 : "The shopkeeper glares at you with contempt."
1406 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1407 else 1186 );
1408 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1409 } 1187 }
1410 } 1188 }
1411 else 1189 else
1412 { 1190 {
1413 /* if we get here, a player tried to leave a shop but was not able 1191 /* if we get here, a player tried to leave a shop but was not able
1414 * to afford the items he has. We try to move the player so that 1192 * to afford the items he has. We try to move the player so that
1415 * they are not on the mat anymore 1193 * they are not on the mat anymore
1416 */ 1194 */
1417 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1195 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1418 1196
1419 if (i == -1) 1197 if (i == -1)
1420 {
1421 LOG (llevError, "Internal shop-mat problem.\n"); 1198 LOG (llevError, "Internal shop-mat problem.\n");
1422 }
1423 else 1199 else
1424 { 1200 {
1425 op->remove (); 1201 op->remove ();
1426 op->x += freearr_x[i]; 1202 op->x += freearr_x[i];
1427 op->y += freearr_y[i]; 1203 op->y += freearr_y[i];
1437 * Handles applying a sign. 1213 * Handles applying a sign.
1438 */ 1214 */
1439static void 1215static void
1440apply_sign (object *op, object *sign, int autoapply) 1216apply_sign (object *op, object *sign, int autoapply)
1441{ 1217{
1442 readable_message_type *msgType; 1218 if (!op->is_player())
1443 char newbuf[HUGE_BUF]; 1219 return;
1444 1220
1445 if (sign->msg == NULL) 1221 if (sign->has_dialogue ())
1446 { 1222 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1223 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1448 return; 1224 return;
1449 } 1225 }
1450 1226
1227 if (!sign->msg)
1228 {
1229 op->contr->infobox (MSG_CHANNEL ("examine"),
1230 format ("T<%s>\n\n Nothing %sis written on it.",
1231 &sign->name,
1232 sign->name == sign->arch->name ? "" : "else "));
1233 return;
1234 }
1235
1451 if (sign->stats.food) 1236 if (sign->stats.food)
1452 { 1237 {
1453 if (sign->last_eat >= sign->stats.food) 1238 if (sign->last_eat >= sign->stats.food)
1454 { 1239 {
1455 if (!sign->move_on) 1240 if (!sign->move_on)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1241 op->failmsg ("You cannot read it anymore.");
1242
1457 return; 1243 return;
1458 } 1244 }
1459 1245
1460 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1246 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1461 sign->last_eat++; 1247 sign->last_eat++;
1466 * move_on is zero, it needs to be manually applied (doesn't talk 1252 * move_on is zero, it needs to be manually applied (doesn't talk
1467 * to us). 1253 * to us).
1468 */ 1254 */
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1255 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1256 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1257 op->failmsg ("You are unable to read while blind!");
1472 return; 1258 return;
1473 } 1259 }
1474 msgType = get_readable_message_type (sign); 1260
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1261 if (op->contr)
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1262 if (client *ns = op->contr->ns)
1263 {
1264 if (sign->sound)
1265 ns->play_sound (sign->sound);
1266 else if (autoapply)
1267 ns->play_sound (sound_find ("msg_voice"));
1268
1269 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1270 }
1271}
1272
1273static void
1274move_apply_hole (object *trap, object *victim)
1275{
1276 /* Hole not open? */
1277 if (trap->stats.wc > 0)
1278 return;
1279
1280 /* Is this a multipart monster and not the head? If so, return.
1281 * Processing will happen if the head runs into the pit
1282 */
1283 if (victim->head)
1284 return;
1285
1286 // now find all possible locations and randomly pick one
1287 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1288 trap->range >= 3 ? SIZEOFFREE3 + 1
1289 : trap->range >= 2 ? SIZEOFFREE2 + 1
1290 : trap->range >= 1 ? SIZEOFFREE1 + 1
1291 : SIZEOFFREE0 + 1);
1292
1293 if (dir < 0)
1294 return;
1295
1296 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1297 victim->statusmsg ("You fall through the hole!", NDI_RED);
1298
1299 transfer_ob (victim,
1300 EXIT_X (trap) + freearr_x[dir],
1301 EXIT_Y (trap) + freearr_y[dir],
1302 0, victim);
1477} 1303}
1478 1304
1479/** 1305/**
1480 * 'victim' moves onto 'trap' 1306 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1307 * 'victim' leaves 'trap'
1495 return; 1321 return;
1496 1322
1497 /* move_apply() is the most likely candidate for causing unwanted and 1323 /* move_apply() is the most likely candidate for causing unwanted and
1498 * possibly unlimited recursion. 1324 * possibly unlimited recursion.
1499 */ 1325 */
1500 /* The following was changed because it was causing perfeclty correct 1326 /* The following was changed because it was causing perfectly correct
1501 * maps to fail. 1) it's not an error to recurse: 1327 * maps to fail. 1) it's not an error to recurse:
1502 * rune detonates, summoning monster. monster lands on nearby rune. 1328 * rune detonates, summoning monster. monster lands on nearby rune.
1503 * nearby rune detonates. This sort of recursion is expected and 1329 * nearby rune detonates. This sort of recursion is expected and
1504 * proper. This code was causing needless crashes. 1330 * proper. This code was causing needless crashes.
1505 */ 1331 */
1506 if (recursion_depth >= 500) 1332 if (recursion_depth >= 500)
1507 { 1333 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1334 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1335 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1336 return;
1511 } 1337 }
1338
1512 recursion_depth++; 1339 recursion_depth++;
1513 if (trap->head) 1340 if (trap->head)
1514 trap = trap->head; 1341 trap = trap->head;
1515 1342
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1343 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1517 goto leave;
1518
1519 switch (trap->type) 1344 switch (trap->type)
1520 { 1345 {
1521 case PLAYERMOVER: 1346 case PLAYERMOVER:
1522 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1347 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1348 {
1349 if (!trap->stats.maxsp)
1350 trap->stats.maxsp = 2;
1351
1352 /* Is this correct? From the docs, it doesn't look like it
1353 * should be divided by trap->speed
1354 */
1355 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1356
1357 /* Just put in some sanity check. I think there is a bug in the
1358 * above with some objects have zero speed, and thus the player
1359 * getting permanently paralyzed.
1360 */
1361 if (victim->speed_left < -50.f)
1362 victim->speed_left = -50.f;
1363 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1364 }
1365 break;
1366
1367 case SPINNER:
1368 if (victim->direction)
1369 {
1370 victim->direction = absdir (victim->direction - trap->stats.sp);
1371 update_turn_face (victim);
1372 }
1373 break;
1374
1375 case DIRECTOR:
1376 if (victim->direction && !should_director_abort (trap, victim))
1377 {
1378 victim->direction = trap->stats.sp;
1379 update_turn_face (victim);
1380 }
1381 break;
1382
1383 case BUTTON:
1384 case PEDESTAL:
1385 case T_MATCH:
1386 update_button (trap, originator);
1387 break;
1388
1389 case ALTAR:
1390 /* sacrifice victim on trap */
1391 apply_altar (trap, victim, originator);
1392 break;
1393
1394 case THROWN_OBJ:
1395 if (trap->inv == NULL)
1396 break;
1397 /* fallthrough */
1398
1399 case ARROW:
1400 /* bad bug: monster throw a object, make a step forwards, step on object ,
1401 * trigger this here and get hit by own missile - and will be own enemy.
1402 * Victim then is his own enemy and will start to kill herself (this is
1403 * removed) but we have not synced victim and his missile. To avoid senseless
1404 * action, we avoid hits here
1405 */
1406 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1407 && trap->owner != victim)
1408 hit_with_arrow (trap, victim);
1409 break;
1410
1411 case SPELL_EFFECT:
1412 apply_spell_effect (trap, victim);
1413 break;
1414
1415 case TRAPDOOR:
1523 { 1416 {
1417 int max, sound_was_played;
1418 object *ab, *ab_next;
1419
1524 if (!trap->stats.maxsp) 1420 if (!trap->value)
1525 trap->stats.maxsp = 2; 1421 {
1422 int tot;
1526 1423
1527 /* Is this correct? From the docs, it doesn't look like it 1424 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1528 * should be divided by trap->speed 1425 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1426 tot += ab->head_ ()->total_weight ();
1427
1428 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1429 break;
1430
1431 SET_ANIMATION (trap, trap->value);
1432 update_object (trap, UP_OBJ_FACE);
1433 }
1434
1435 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1436 {
1437 /* need to set this up, since if we do transfer the object,
1438 * ab->above would be bogus
1529 */ 1439 */
1530 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1440 ab_next = ab->above;
1531 1441
1532 /* Just put in some sanity check. I think there is a bug in the 1442 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1533 * above with some objects have zero speed, and thus the player 1443 {
1534 * getting permanently paralyzed. 1444 if (!sound_was_played)
1445 {
1446 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1447 sound_was_played = 1;
1448 }
1449
1450 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1451 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1452 }
1535 */ 1453 }
1536 if (victim->speed_left < -50.0) 1454 break;
1537 victim->speed_left = -50.0;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1455 }
1540 goto leave;
1541 1456
1542 case SPINNER: 1457 case CONVERTER:
1543 if (victim->direction) 1458 if (convert_item (victim, trap) < 0)
1544 {
1545 victim->direction = absdir (victim->direction - trap->stats.sp);
1546 update_turn_face (victim);
1547 }
1548 goto leave;
1549
1550 case DIRECTOR:
1551 if (victim->direction && !should_director_abort (trap, victim))
1552 {
1553 victim->direction = trap->stats.sp;
1554 update_turn_face (victim);
1555 }
1556 goto leave;
1557
1558 case BUTTON:
1559 case PEDESTAL:
1560 update_button (trap);
1561 goto leave;
1562
1563 case ALTAR:
1564 /* sacrifice victim on trap */
1565 apply_altar (trap, victim, originator);
1566 goto leave;
1567
1568 case THROWN_OBJ:
1569 if (trap->inv == NULL)
1570 goto leave;
1571 /* fallthrough */
1572
1573 case ARROW:
1574 /* bad bug: monster throw a object, make a step forwards, step on object ,
1575 * trigger this here and get hit by own missile - and will be own enemy.
1576 * Victim then is his own enemy and will start to kill herself (this is
1577 * removed) but we have not synced victim and his missile. To avoid senseless
1578 * action, we avoid hits here
1579 */
1580 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1581 hit_with_arrow (trap, victim);
1582 goto leave;
1583
1584 case SPELL_EFFECT:
1585 apply_spell_effect (trap, victim);
1586 goto leave;
1587
1588 case TRAPDOOR:
1589 {
1590 int max, sound_was_played;
1591 object *ab, *ab_next;
1592
1593 if (!trap->value)
1594 { 1459 {
1595 int tot; 1460 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1596 1461 archetype::get (shstr_burnout)->insert_at (trap, trap);
1597 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1598 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1599 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1600
1601 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1602 goto leave;
1603
1604 SET_ANIMATION (trap, trap->value);
1605 update_object (trap, UP_OBJ_FACE);
1606 } 1462 }
1607 1463
1608 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1464 break;
1465
1466 case TRIGGER_BUTTON:
1467 case TRIGGER_PEDESTAL:
1468 case TRIGGER_ALTAR:
1469 check_trigger (trap, victim, originator);
1470 break;
1471
1472 case DEEP_SWAMP:
1473 walk_on_deep_swamp (trap, victim);
1474 break;
1475
1476 case CHECK_INV:
1477 check_inv (victim, trap);
1478 break;
1479
1480 case HOLE:
1481 move_apply_hole (trap, victim);
1482 break;
1483
1484 case EXIT:
1485 if (victim->type == PLAYER && EXIT_PATH (trap))
1609 { 1486 {
1610 /* need to set this up, since if we do transfer the object, 1487 /* Basically, don't show exits leading to random maps the
1611 * ab->above would be bogus 1488 * players output.
1612 */ 1489 */
1613 ab_next = ab->above; 1490 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1491 victim->statusmsg (trap->msg, NDI_NAVY);
1614 1492
1615 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1493 trap->play_sound (trap->sound);
1616 { 1494 victim->enter_exit (trap);
1617 if (!sound_was_played)
1618 {
1619 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1620 sound_was_played = 1;
1621 }
1622 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1623 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1624 }
1625 } 1495 }
1626 goto leave; 1496 break;
1627 }
1628 1497
1629
1630 case CONVERTER:
1631 if (convert_item (victim, trap) < 0)
1632 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 }
1644 }
1645 goto leave;
1646
1647 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR:
1650 check_trigger (trap, victim);
1651 goto leave;
1652
1653 case DEEP_SWAMP:
1654 walk_on_deep_swamp (trap, victim);
1655 goto leave;
1656
1657 case CHECK_INV:
1658 check_inv (victim, trap);
1659 goto leave;
1660
1661 case HOLE:
1662 /* Hole not open? */
1663 if (trap->stats.wc > 0)
1664 goto leave;
1665
1666 /* Is this a multipart monster and not the head? If so, return.
1667 * Processing will happen if the head runs into the pit
1668 */
1669 if (victim->head)
1670 goto leave;
1671
1672 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1673 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1674 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1675 goto leave;
1676
1677 case EXIT:
1678 if (victim->type == PLAYER && EXIT_PATH (trap))
1679 {
1680 /* Basically, don't show exits leading to random maps the
1681 * players output.
1682 */
1683 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1684 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1685
1686 victim->enter_exit (trap);
1687 }
1688 goto leave;
1689
1690 case ENCOUNTER: 1498 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1499 /* may be some leftovers on this */
1692 goto leave; 1500 break;
1693 1501
1694 case SHOP_MAT: 1502 case SHOP_MAT:
1695 apply_shop_mat (trap, victim); 1503 apply_shop_mat (trap, victim);
1696 goto leave; 1504 break;
1697 1505
1698 /* Drop a certain amount of gold, and have one item identified */ 1506 /* Drop a certain amount of gold, and have one item identified */
1699 case IDENTIFY_ALTAR: 1507 case IDENTIFY_ALTAR:
1700 apply_id_altar (victim, trap, originator); 1508 apply_id_altar (victim, trap, originator);
1701 goto leave; 1509 break;
1702 1510
1703 case SIGN: 1511 case SIGN:
1704 if (victim->type != PLAYER && trap->stats.food > 0) 1512 if (victim->type != PLAYER && trap->stats.food > 0)
1705 goto leave; /* monsters musn't apply magic_mouths with counters */ 1513 break; /* monsters musn't apply magic_mouths with counters */
1706 1514
1707 apply_sign (victim, trap, 1); 1515 apply_sign (victim, trap, 1);
1708 goto leave; 1516 break;
1709 1517
1710 case CONTAINER: 1518 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1519 apply_container (victim, trap);
1715 goto leave; 1520 break;
1716 1521
1717 case RUNE: 1522 case RUNE:
1718 case TRAP: 1523 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1524 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 {
1721 spring_trap (trap, victim); 1525 spring_trap (trap, victim);
1722 } 1526 break;
1723 goto leave;
1724 1527
1725 default: 1528 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1529 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1530 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1531 break;
1729 } 1532 }
1730 1533
1731leave:
1732 recursion_depth--; 1534 recursion_depth--;
1733} 1535}
1734 1536
1735/** 1537/**
1736 * Handles reading a regular (ie not containing a spell) book. 1538 * Handles reading a regular (ie not containing a spell) book.
1741 int lev_diff; 1543 int lev_diff;
1742 object *skill_ob; 1544 object *skill_ob;
1743 1545
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1546 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1547 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1548 op->failmsg ("You are unable to read while blind!");
1747 return; 1549 return;
1748 } 1550 }
1551
1749 if (tmp->msg == NULL) 1552 if (!tmp->msg)
1750 { 1553 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1554 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1752 return; 1555 return;
1753 } 1556 }
1754 1557
1755 /* need a literacy skill to read stuff! */ 1558 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1559 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1560 if (!skill_ob)
1758 { 1561 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1562 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1760 return; 1563 return;
1761 } 1564 }
1565
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1566 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1567 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1568 {
1765 if (lev_diff < 2) 1569 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."); 1570 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1767 else if (lev_diff < 3) 1571 : lev_diff < 5 ? "This book is beyond your comprehension."
1768 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1572 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1769 else if (lev_diff < 5) 1573 : lev_diff < 15 ? "This book is way beyond your comprehension."
1770 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1574 : "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; 1575 return;
1778 } 1576 }
1779 1577
1578 // we currently don't use the message types for anything.
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1579 // readable_message_type *msgType = get_readable_message_type (tmp);
1781 1580
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1581 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1783 msgType->message_type, msgType->message_subtype, 1582
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
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->ns->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);
1891 esrv_remove_spell (op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1892 spob->destroy (); 1745 spob->destroy ();
1893} 1746}
1894 1747
1895/** 1748/**
1902{ 1755{
1903 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1904 1757
1905 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1906 { 1759 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1760 op->failmsg ("You are unable to read while blind.");
1908 return; 1761 return;
1909 } 1762 }
1910 1763
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1766 * legacy spellbooks
1914 */ 1767 */
1915
1916 if (tmp->slaying != NULL) 1768 if (tmp->slaying)
1917 { 1769 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1770 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1771
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->ns->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 %s skill 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 */
2223 int winners = 0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2224 int i; /* index */ 1999 int i; /* index */
2225 2000
2226 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2002 if (meal->type != FLESH || !op->is_dragon ())
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;
2247 2018
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 ((MAX_FOOD - op->stats.food) < meal->stats.food)
2250 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (MAX_FOOD - 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 min_it (op->stats.hp, op->stats.maxhp);
2254 op->stats.hp = op->stats.maxhp;
2255
2256 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2026 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2257 2027
2258 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2028 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2259 2029
2260 /* on to the interesting part: chances for adding resistance */ 2030 /* on to the interesting part: chances for adding resistance */
2261 for (i = 0; i < NROFATTACKS; i++) 2031 for (i = 0; i < NROFATTACKS; i++)
2271 2041
2272 /* monster bonus increases with level, because high-level 2042 /* monster bonus increases with level, because high-level
2273 flesh is too rare */ 2043 flesh is too rare */
2274 mbonus = op->level * 20. / ((double) settings.max_level); 2044 mbonus = op->level * 20. / ((double) settings.max_level);
2275 2045
2276 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2046 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2277 ((double) settings.max_level)) - skin->resist[i]; 2047 ((double)settings.max_level)) - skin->resist[i];
2278 2048
2279 if (chance >= 0.) 2049 if (chance >= 0.)
2280 chance += 1.; 2050 chance += 1.;
2281 else 2051 else
2282 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2052 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2283 2053
2284 /* chance is proportional to amount of resistance (max. 50) */ 2054 /* chance is proportional to amount of resistance (max. 50) */
2285 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2055 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2286 2056
2287 /* doubled chance for resistance of ability-focus */ 2057 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2058 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2059 chance = min (100., chance * 2.);
2290 2060
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2061 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2062 if (rndm (10000) < (unsigned int)(chance * 100))
2293 { 2063 {
2294 atnr_winner[winners] = i; 2064 atnr_winner[winners] = i;
2295 winners++; 2065 winners++;
2296 } 2066 }
2297 2067
2302 } 2072 }
2303 } 2073 }
2304 2074
2305 /* inverse totalchance as until now we have the failure-chance */ 2075 /* inverse totalchance as until now we have the failure-chance */
2306 totalchance = 100 - totalchance * 100; 2076 totalchance = 100 - totalchance * 100;
2077
2307 /* print message according to totalchance */ 2078 /* print message according to totalchance */
2079 const char *buf;
2308 if (totalchance > 50.) 2080 if (totalchance > 50.)
2309 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2081 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2310 else if (totalchance > 10.) 2082 else if (totalchance > 10.)
2311 sprintf (buf, "The %s tasted very good.", &meal->name); 2083 buf = format ("The %s tasted very good.", &meal->name);
2312 else if (totalchance > 1.) 2084 else if (totalchance > 1.)
2313 sprintf (buf, "The %s tasted good.", &meal->name); 2085 buf = format ("The %s tasted good.", &meal->name);
2314 else if (totalchance > 0.1) 2086 else if (totalchance > 0.1)
2315 sprintf (buf, "The %s tasted bland.", &meal->name); 2087 buf = format ("The %s tasted bland.", &meal->name);
2316 else if (totalchance >= 0.01) 2088 else if (totalchance >= 0.01)
2317 sprintf (buf, "The %s had a boring taste.", &meal->name); 2089 buf = format ("The %s had a boring taste.", &meal->name);
2318 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2090 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2319 sprintf (buf, "The %s tasted strange.", &meal->name); 2091 buf = format ("The %s tasted strange.", &meal->name);
2320 else 2092 else
2321 sprintf (buf, "The %s had no taste.", &meal->name); 2093 buf = format ("The %s had no taste.", &meal->name);
2322 new_draw_info (NDI_UNIQUE, 0, op, buf); 2094
2095 op->statusmsg (buf);
2323 2096
2324 /* now choose a winner if we have any */ 2097 /* now choose a winner if we have any */
2325 i = -1; 2098 i = -1;
2326 if (winners > 0) 2099 if (winners > 0)
2327 i = atnr_winner[RANDOM () % winners]; 2100 i = atnr_winner [rndm (winners)];
2328 2101
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2102 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2103 {
2331 /* resistance increased! */ 2104 /* resistance increased! */
2332 skin->resist[i]++; 2105 skin->resist[i]++;
2333 op->update_stats (); 2106 op->update_stats ();
2334 2107
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2108 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2109 }
2338 2110
2339 /* if this flesh contains a new ability focus, we mark it 2111 /* if this flesh contains a new ability focus, we mark it
2340 into the ability_force and it will take effect on next level */ 2112 into the ability_force and it will take effect on next level */
2341 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2113 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2342 { 2114 {
2343 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2115 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2344 2116
2345 if (meal->last_eat != abil->stats.exp) 2117 if (meal->last_eat != abil->stats.exp)
2118 op->statusmsg (format (
2119 "Your metabolism prepares to focus on %s!\n"
2120 "The change will happen at level %d.",
2121 change_resist_msg[meal->last_eat],
2122 abil->level + 1
2346 { 2123 ));
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 2124 else
2353 { 2125 {
2354 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2126 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2355 new_draw_info (NDI_UNIQUE, 0, op, buf);
2356 abil->last_eat = 0; 2127 abil->last_eat = 0;
2357 } 2128 }
2358 } 2129 }
2130
2359 return 1; 2131 return 1;
2132}
2133
2134/**
2135 * op eats food.
2136 * If player, takes care of messages and dragon special food.
2137 */
2138static void
2139apply_food (object *op, object *tmp)
2140{
2141 int capacity_remaining;
2142
2143 if (op->type != PLAYER)
2144 op->stats.hp = op->stats.maxhp;
2145 else
2146 {
2147 /* check if this is a dragon (player), eating some flesh */
2148 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2149 ;
2150 else
2151 {
2152 /* usual case - no dragon meal: */
2153 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2154 {
2155 if (tmp->type == FOOD || tmp->type == FLESH)
2156 op->failmsg ("You feel full, but what a waste of food!");
2157 else
2158 op->statusmsg ("Most of the drink goes down your face not your throat!");
2159 }
2160
2161 tmp->play_sound (
2162 tmp->sound
2163 ? tmp->sound
2164 : tmp->type == DRINK
2165 ? sound_find ("eat_drink")
2166 : sound_find ("eat_food")
2167 );
2168
2169 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2170 {
2171 const char *buf;
2172
2173 if (!op->is_dragon ())
2174 {
2175 /* eating message for normal players */
2176 if (tmp->type == DRINK)
2177 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2178 else
2179 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2180 }
2181 else
2182 /* eating message for dragon players */
2183 buf = format ("The %s tasted terrible!", &tmp->name);
2184
2185 op->statusmsg (buf);
2186
2187 capacity_remaining = MAX_FOOD - op->stats.food;
2188 op->stats.food += tmp->stats.food;
2189 if (capacity_remaining < tmp->stats.food)
2190 op->stats.hp += capacity_remaining / 50;
2191 else
2192 op->stats.hp += tmp->stats.food / 50;
2193
2194 min_it (op->stats.hp, op->stats.maxhp);
2195 min_it (op->stats.food, MAX_FOOD);
2196 }
2197
2198 /* special food hack -b.t. */
2199 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2200 eat_special_food (op, tmp);
2201 }
2202 }
2203
2204 handle_apply_yield (tmp);
2205 tmp->decrease ();
2360} 2206}
2361 2207
2362/** 2208/**
2363 * Handles applying an improve armor scroll. 2209 * Handles applying an improve armor scroll.
2364 * Does some sanity checks, then calls improve_armour. 2210 * Does some sanity checks, then calls improve_armour.
2366static void 2212static void
2367apply_armour_improver (object *op, object *tmp) 2213apply_armour_improver (object *op, object *tmp)
2368{ 2214{
2369 object *armor; 2215 object *armor;
2370 2216
2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2217 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2372 { 2218 {
2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2219 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2374 return; 2220 return;
2375 } 2221 }
2376 2222
2377 armor = find_marked_object (op); 2223 armor = find_marked_object (op);
2378 2224
2379 if (!armor) 2225 if (!armor)
2380 { 2226 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2227 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2382 return; 2228 return;
2383 } 2229 }
2384 2230
2385 if (armor->type != ARMOUR 2231 if (armor->type != ARMOUR
2386 && armor->type != CLOAK 2232 && armor->type != CLOAK
2387 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2233 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2388 { 2234 {
2389 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2235 op->failmsg ("Your marked item is not armour!\n");
2390 return; 2236 return;
2391 } 2237 }
2392 2238
2393 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2239 op->statusmsg ("Applying armour enchantment.");
2394 improve_armour (op, tmp, armor); 2240 improve_armour (op, tmp, armor);
2395} 2241}
2396 2242
2397extern void 2243void
2398apply_poison (object *op, object *tmp) 2244apply_poison (object *op, object *tmp)
2399{ 2245{
2246 // need to do it now when it is still on the map
2247 handle_apply_yield (tmp);
2248
2249 object *poison = tmp->split (1);
2250
2400 if (op->type == PLAYER) 2251 if (op->type == PLAYER)
2401 { 2252 {
2402 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2253 op->contr->play_sound (sound_find ("drink_poison"));
2403 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2254 op->failmsg ("Yech! That tasted poisonous!");
2404 strcpy (op->contr->killer, "poisonous booze"); 2255 op->contr->killer = poison;
2405 } 2256 }
2257
2406 if (tmp->stats.hp > 0) 2258 if (poison->stats.hp > 0)
2407 { 2259 {
2408 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2260 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2409 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2261 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2410 } 2262 }
2263
2411 op->stats.food -= op->stats.food / 4; 2264 op->stats.food -= op->stats.food / 4;
2412 handle_apply_yield (tmp); 2265 poison->destroy ();
2413 decrease_ob (tmp);
2414} 2266}
2415 2267
2416/** 2268/**
2417 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function will try to apply a lighter and in case no lighter
2418 * A valid 2 way exit means: 2270 * is specified it will try to find a lighter in the players inventory,
2419 * -You can come back (there is another exit at the other side) 2271 * and inform him about this requirement.
2420 * -You are
2421 * ° the owner of the exit
2422 * ° or in the same party as the owner
2423 * 2272 *
2424 * Note: a owner in a 2 way exit is saved as the owner's name 2273 * who - the player
2425 * in the field exit->name cause the field exit->owner doesn't 2274 * op - the item we want to light
2426 * survive in the swapping (in fact the whole exit doesn't survive). 2275 * lighter - the lighter or 0 if a lighter has yet to be found
2427 */ 2276 */
2428int 2277static object *
2429is_legal_2ways_exit (object *op, object *exit) 2278auto_apply_lighter (object *who, object *op, object *lighter)
2430{ 2279{
2431 if (exit->stats.exp != 1) 2280 if (lighter == 0)
2432 return 1; /*This is not a 2 way, so it is legal */
2433
2434#if 0 //TODO
2435 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2436 return 0; /* This is a reset town portal */
2437#endif
2438
2439 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2440
2441 if (exitmap)
2442 { 2281 {
2443 exitmap->load_sync (); 2282 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2444
2445 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2446
2447 if (!tmp)
2448 return 0;
2449
2450 for (; tmp; tmp = tmp->above)
2451 { 2283 {
2452 if (tmp->type != EXIT) 2284 if (tmp->type == LIGHTER)
2453 continue; /*Not an exit */
2454
2455 if (!EXIT_PATH (tmp))
2456 continue; /*Not a valid exit */
2457
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */
2460
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0)
2462 continue; /*Not in the same map */
2463
2464 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments
2467 */
2468 if (!exit->race)
2469 return 1; /*No owner, free for all! */
2470
2471 object *exit_owner = 0;
2472
2473 for_all_players (pp)
2474 { 2285 {
2475 if (!pp->ob) 2286 lighter = tmp;
2476 continue;
2477
2478 if (pp->ob->name != exit->race)
2479 continue;
2480
2481 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2287 break;
2483 } 2288 }
2289 }
2484 2290
2485 if (!exit_owner) 2291 if (!lighter)
2486 return 0; /* No more owner */ 2292 {
2487 2293 who->failmsg (format (
2488 if (exit_owner->contr == op->contr) 2294 "You can't light up the %s with your bare hands! "
2489 return 1; /*It is your exit */ 2295 "H<You need a lighter in your inventory, for example a flint and steel.>",
2490 2296 &op->name));
2491 if (exit_owner && /*There is a owner */
2492 (op->contr) && /*A player tries to pass */
2493 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2494 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2495 return 0; 2297 return 0;
2298 }
2299 }
2496 2300
2301 // last_eat == 0 means the lighter is not being used up!
2302 if (lighter->last_eat && lighter->stats.food)
2303 {
2304 /* lighter gets used up */
2305 lighter = lighter->split ();
2306 lighter->stats.food--;
2307 who->insert (lighter);
2308 }
2309 else if (lighter->last_eat)
2310 {
2311 /* no charges left in lighter */
2312 who->failmsg (format (
2313 "You attempt to light the %s with a used up %s.",
2314 &op->name, &lighter->name));
2315 return 0;
2316 }
2317
2318 return lighter;
2319}
2320
2321/**
2322 * Designed primarily to light torches/lanterns/etc.
2323 * Also burns up burnable material too. First object in the inventory is
2324 * the selected object to "burn". -b.t.
2325 */
2326static void
2327apply_lighter (object *who, object *lighter)
2328{
2329 object *item;
2330 int is_player_env = 0;
2331
2332 item = find_marked_object (who);
2333 if (item)
2334 {
2335 if (!auto_apply_lighter (who, item, lighter))
2336 return;
2337
2338 /* Perhaps we should split what we are trying to light on fire?
2339 * I can't see many times when you would want to light multiple
2340 * objects at once.
2341 */
2342
2343 save_throw_object (item, AT_FIRE, who);
2344
2345 if (item->destroyed ()
2346 || ((item->type == LAMP || item->type == TORCH)
2347 && item->glow_radius > 0))
2348 who->statusmsg (format (
2349 "You light the %s with the %s.",
2350 &item->name, &lighter->name));
2351 else
2352 who->failmsg (format (
2353 "You attempt to light the %s with the %s and fail.",
2354 &item->name, &lighter->name));
2355 }
2356 else
2357 who->failmsg ("You need to mark a lightable object.");
2358}
2359
2360/**
2361 * This function generates a cursed effect for cursed lamps and torches.
2362 */
2363static void
2364player_apply_lamp_cursed_effect (object *who, object *op)
2365{
2366 if (op->level)
2367 {
2368 who->failmsg (format (
2369 "The %s was cursed, it explodes in a big fireball!",
2370 &op->name));
2371 create_exploding_ball_at (who, op->level);
2372 }
2373 else
2374 {
2375 who->failmsg (format (
2376 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2377 &op->name));
2378 }
2379
2380 op->destroy ();
2381}
2382
2383/**
2384 * Apply for players and lamps
2385 *
2386 * who - the player
2387 * op - the lamp
2388 */
2389static void
2390player_apply_lamp (object *who, object *op)
2391{
2392 bool switch_on = op->glow_radius ? false : true;
2393
2394 if (switch_on)
2395 {
2396 object *lighter = 0;
2397
2398 if (op->flag [FLAG_IS_LIGHTABLE]
2399 && !(lighter = auto_apply_lighter (who, op, 0)))
2400 return;
2401
2402 if (op->stats.food < 1)
2403 {
2404 if (op->type == LAMP)
2405 who->failmsg (format (
2406 "The %s is out of fuel! "
2407 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2408 &op->name));
2409 else
2410 who->failmsg (format (
2411 "The %s is burnt out! "
2412 "H<Torches and similar items burn out and become worthless.>",
2413 &op->name));
2497 return 1; 2414 return;
2415 }
2416
2417 if (op->flag [FLAG_CURSED])
2498 } 2418 {
2419 player_apply_lamp_cursed_effect (who, op);
2420 return;
2421 }
2422
2423 if (lighter)
2424 who->statusmsg (format (
2425 "You light up the %s with the %s.", &op->name, &lighter->name));
2426 else
2427 who->statusmsg (format ("You light up the %s.", &op->name));
2428 }
2429 else
2499 } 2430 {
2431 if (op->flag [FLAG_CURSED])
2432 {
2433 player_apply_lamp_cursed_effect (who, op);
2434 return;
2435 }
2500 2436
2437 if (op->type == TORCH)
2438 {
2439 if (!op->flag [FLAG_IS_LIGHTABLE])
2440 {
2441 who->statusmsg (format (
2442 "You put out the %s. "
2443 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2444 &op->name, &op->name));
2445 }
2446 else
2447 who->statusmsg (format (
2448 "You put out the %s."
2449 "H<Torches wear out if you put them out.>",
2450 &op->name));
2451 }
2452 else
2453 who->statusmsg (format ("You turn off the %s.", &op->name));
2454 }
2455
2456 apply_lamp (op, switch_on);
2457}
2458
2459void get_animation_from_arch (object *op, arch_ptr a)
2460{
2461 op->animation_id = a->animation_id;
2462 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2463 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2464 op->anim_speed = a->anim_speed;
2465 op->last_anim = 0;
2466 op->state = 0;
2467 op->face = a->face;
2468
2469 if (NUM_ANIMATIONS(op) > 1)
2470 {
2471 SET_ANIMATION(op, 0);
2472 animate_object (op, op->direction);
2473 }
2474 else
2475 update_object (op, UP_OBJ_FACE);
2476}
2477
2478/**
2479 * Apply for LAMPs and TORCHes.
2480 *
2481 * op - the lamp
2482 * switch_on - a flag which says whether the lamp should be switched on or off
2483 */
2484void apply_lamp (object *op, bool switch_on)
2485{
2486 op->set_glow_radius (switch_on ? op->range : 0);
2487 op->set_speed (switch_on ? op->arch->speed : 0);
2488
2489 // torches wear out if you put them out
2490 if (op->type == TORCH && !switch_on)
2491 {
2492 if (op->flag [FLAG_IS_LIGHTABLE])
2493 {
2494 op->stats.food -= (double) op->arch->stats.food / 15;
2495 if (op->stats.food < 0)
2496 op->stats.food = 0;
2497 }
2498 else
2499 op->stats.food = 0;
2500 }
2501
2502 // lamps and torched get worthless when used up
2503 if (op->stats.food <= 0)
2504 op->value = 0;
2505
2506 // FIXME: This is a hack to make the more sane torches and lamps
2507 // still animated ;-/
2508 if (op->other_arch)
2509 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2510
2511 if (object *pl = op->visible_to ())
2512 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2513}
2514
2515/**
2516 * This handles items of type 'transformer'.
2517 * Basically those items, used with a marked item, transform both items into something
2518 * else.
2519 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2520 * Change information is contained in the 'slaying' field of the marked item.
2521 * The format is as follow: transformer:[number ]yield[;transformer:...].
2522 * This way an item can be transformed in many things, and/or many objects.
2523 * The 'slaying' field for transformer is used as verb for the action.
2524 */
2525static void
2526apply_item_transformer (object *pl, object *transformer)
2527{
2528 object *marked;
2529 object *new_item;
2530 const char *find;
2531 char *separator;
2532 int yield;
2533 char got[MAX_BUF];
2534 int len;
2535
2536 if (!pl || !transformer)
2501 return 0; 2537 return;
2502}
2503 2538
2539 marked = find_marked_object (pl);
2540
2541 if (!marked)
2542 {
2543 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2544 return;
2545 }
2546
2547 if (!marked->slaying)
2548 {
2549 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2550 return;
2551 }
2552
2553 /* check whether they are compatible or not */
2554 find = strstr (&marked->slaying, transformer->arch->archname);
2555 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2556 {
2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2558 return;
2559 }
2560
2561 find += strlen (transformer->arch->archname) + 1;
2562 /* Item can be used, now find how many and what it yields */
2563 if (isdigit (*(find)))
2564 {
2565 yield = atoi (find);
2566 if (yield < 1)
2567 {
2568 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2569 yield = 1;
2570 }
2571 }
2572 else
2573 yield = 1;
2574
2575 while (isdigit (*find))
2576 find++;
2577
2578 while (*find == ' ')
2579 find++;
2580
2581 memset (got, 0, MAX_BUF);
2582
2583 if ((separator = (char *) strchr (find, ';')))
2584 len = separator - find;
2585 else
2586 len = strlen (find);
2587
2588 min_it (len, MAX_BUF - 1);
2589
2590 strcpy (got, find);
2591 got[len] = '\0';
2592
2593 /* Now create new item, remove used ones when required. */
2594 new_item = get_archetype (got);
2595 if (!new_item)
2596 {
2597 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2598 return;
2599 }
2600
2601 new_item->nrof = yield;
2602
2603 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2604
2605 pl->insert (new_item);
2606 /* Eat up one item */
2607 marked->decrease ();
2608
2609 /* Eat one transformer if needed */
2610 if (transformer->stats.food)
2611 if (--transformer->stats.food == 0)
2612 transformer->decrease ();
2613}
2504 2614
2505/** 2615/**
2506 * Main apply handler. 2616 * Main apply handler.
2507 * 2617 *
2508 * Checks for unpaid items before applying. 2618 * Checks for unpaid items before applying.
2510 * Return value: 2620 * Return value:
2511 * 0: player or monster can't apply objects of that type 2621 * 0: player or monster can't apply objects of that type
2512 * 1: has been applied, or there was an error applying the object 2622 * 1: has been applied, or there was an error applying the object
2513 * 2: objects of that type can't be applied if not in inventory 2623 * 2: objects of that type can't be applied if not in inventory
2514 * 2624 *
2515 * op is the object that is causing object to be applied, tmp is the object 2625 * who is the object that is causing object to be applied, op is the object
2516 * being applied. 2626 * being applied.
2517 * 2627 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2628 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2629 * them in this function - they are passed to apply_special
2520 */ 2630 */
2521 2631static int
2522int
2523manual_apply (object *op, object *tmp, int aflag) 2632manual_apply (object *who, object *op, int aflag)
2524{ 2633{
2525 if (tmp->head) 2634 op = op->head_ ();
2526 tmp = tmp->head;
2527 2635
2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2636 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2529 { 2637 {
2530 if (op->type == PLAYER) 2638 if (who->type == PLAYER)
2531 { 2639 {
2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2640 examine (who, op);
2641 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2533 return 1; 2642 return 1;
2534 } 2643 }
2535 else 2644 else
2536 return 0; /* monsters just skip unpaid items */ 2645 return 0; /* monsters just skip unpaid items */
2537 } 2646 }
2538 2647
2539 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2648 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2540 return RESULT_INT (0); 2649 return RESULT_INT (0);
2541 2650
2542 switch (tmp->type) 2651 switch (op->type)
2543 { 2652 {
2544 case CF_HANDLE: 2653 case T_HANDLE:
2545 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2654 who->play_sound (sound_find ("turn_handle"));
2546 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2655 who->statusmsg ("You turn the handle.");
2547 tmp->value = tmp->value ? 0 : 1; 2656 op->value = op->value ? 0 : 1;
2548 SET_ANIMATION (tmp, tmp->value); 2657 SET_ANIMATION (op, op->value);
2549 update_object (tmp, UP_OBJ_FACE); 2658 update_object (op, UP_OBJ_FACE);
2550 push_button (tmp); 2659 push_button (op, who);
2551 return 1; 2660 return 1;
2552 2661
2553 case TRIGGER: 2662 case TRIGGER:
2554 if (check_trigger (tmp, op)) 2663 if (check_trigger (op, who, who))
2555 { 2664 {
2556 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2665 who->statusmsg ("You turn the handle.");
2557 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2666 who->play_sound (sound_find ("turn_handle"));
2558 } 2667 }
2559 else 2668 else
2560 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2669 who->failmsg ("The handle doesn't move.");
2561 2670
2562 return 1; 2671 return 1;
2563 2672
2564 case EXIT: 2673 case EXIT:
2565 if (op->type != PLAYER) 2674 if (who->type != PLAYER)
2566 return 0; 2675 return 0;
2567 2676
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2677 if (!EXIT_PATH (op))
2569 { 2678 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else 2679 else
2573 { 2680 {
2574 /* Don't display messages for random maps. */ 2681 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2682 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2683 who->statusmsg (op->msg, NDI_NAVY);
2577 2684
2578 op->enter_exit (tmp); 2685 who->enter_exit (op);
2579 } 2686 }
2687
2580 return 1; 2688 return 1;
2581 2689
2690 case INSCRIBABLE:
2691 who->statusmsg (op->msg);
2692 // maybe show a spell menu to chose from or something like that
2693 return 1;
2694
2582 case SIGN: 2695 case SIGN:
2583 apply_sign (op, tmp, 0); 2696 apply_sign (who, op, 0);
2584 return 1; 2697 return 1;
2585 2698
2586 case BOOK: 2699 case BOOK:
2587 if (op->type == PLAYER) 2700 if (who->type == PLAYER)
2588 { 2701 {
2589 apply_book (op, tmp); 2702 apply_book (who, op);
2590 return 1; 2703 return 1;
2591 } 2704 }
2592 else 2705 else
2706 return 0;
2707
2708 case SKILLSCROLL:
2709 if (who->type == PLAYER)
2593 { 2710 {
2594 return 0;
2595 }
2596
2597 case SKILLSCROLL:
2598 if (op->type == PLAYER)
2599 {
2600 apply_skillscroll (op, tmp); 2711 apply_skillscroll (who, op);
2601 return 1;
2602 }
2603 return 0;
2604
2605 case SPELLBOOK:
2606 if (op->type == PLAYER)
2607 {
2608 apply_spellbook (op, tmp);
2609 return 1;
2610 }
2611 return 0;
2612
2613 case SCROLL:
2614 apply_scroll (op, tmp, 0);
2615 return 1;
2616
2617 case POTION:
2618 (void) apply_potion (op, tmp);
2619 return 1;
2620
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */
2622 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env);
2627 return 1;
2628
2629 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp);
2634 return 1;
2635
2636 case TREASURE:
2637 if (op->type == PLAYER)
2638 {
2639 apply_treasure (op, tmp);
2640 return 1; 2712 return 1;
2641 } 2713 }
2642 else 2714 else
2715 return 0;
2716
2717 case SPELLBOOK:
2718 if (who->type == PLAYER)
2643 { 2719 {
2720 apply_spellbook (who, op);
2644 return 0; 2721 return 1;
2645 } 2722 }
2723 else
2724 return 0;
2725
2726 case SCROLL:
2727 apply_scroll (who, op, 0);
2728 return 1;
2729
2730 case POTION:
2731 apply_potion (who, op);
2732 return 1;
2733
2734 /* Eneq(@csd.uu.se): Handle apply on containers. */
2735 //TODO: remove, as it is unsed?
2736 case CLOSE_CON:
2737 apply_container (who, op->env);
2738 return 1;
2739
2740 case CONTAINER:
2741 apply_container (who, op);
2742 return 1;
2743
2744 case TREASURE:
2745 if (who->type == PLAYER)
2746 {
2747 apply_treasure (who, op);
2748 return 1;
2749 }
2750 else
2751 return 0;
2752
2753 case LAMP:
2754 case TORCH:
2755 player_apply_lamp (who, op);
2756 return 1;
2646 2757
2647 case WEAPON: 2758 case WEAPON:
2648 case ARMOUR: 2759 case ARMOUR:
2649 case BOOTS: 2760 case BOOTS:
2650 case GLOVES: 2761 case GLOVES:
2657 case CLOAK: 2768 case CLOAK:
2658 case WAND: 2769 case WAND:
2659 case ROD: 2770 case ROD:
2660 case HORN: 2771 case HORN:
2661 case SKILL: 2772 case SKILL:
2773 case SPELL:
2662 case BOW: 2774 case BOW:
2663 case LAMP: 2775 case RANGED:
2664 case BUILDER: 2776 case BUILDER:
2665 case SKILL_TOOL: 2777 case SKILL_TOOL:
2666 if (tmp->env != op) 2778 if (op->env != who)
2667 return 2; /* not in inventory */ 2779 who->failmsg (format ("You must get it first! H<You can only apply the %s if it is in your inventory.>\n", query_name (op)));
2780 else
2668 (void) apply_special (op, tmp, aflag); 2781 apply_special (who, op, aflag);
2782
2669 return 1; 2783 return 1;
2670 2784
2671 case DRINK: 2785 case DRINK:
2672 case FOOD: 2786 case FOOD:
2673 case FLESH: 2787 case FLESH:
2674 apply_food (op, tmp); 2788 apply_food (who, op);
2675 return 1; 2789 return 1;
2676 2790
2677 case POISON: 2791 case POISON:
2678 apply_poison (op, tmp); 2792 apply_poison (who, op);
2679 return 1; 2793 return 1;
2680 2794
2681 case SAVEBED: 2795 case SAVEBED:
2682 return 1; 2796 return 1;
2683 2797
2684 case ARMOUR_IMPROVER: 2798 case ARMOUR_IMPROVER:
2685 if (op->type == PLAYER) 2799 if (who->type == PLAYER)
2686 { 2800 {
2687 apply_armour_improver (op, tmp); 2801 apply_armour_improver (who, op);
2688 return 1; 2802 return 1;
2689 } 2803 }
2690 else 2804 else
2691 return 0; 2805 return 0;
2692 2806
2693 case WEAPON_IMPROVER: 2807 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp); 2808 check_improve_weapon (who, op);
2695 return 1; 2809 return 1;
2696 2810
2697 case CLOCK: 2811 case CLOCK:
2698 if (op->type == PLAYER) 2812 if (who->type == PLAYER)
2699 { 2813 {
2700 char buf[MAX_BUF]; 2814 char buf[MAX_BUF];
2701 timeofday_t tod; 2815 timeofday_t tod;
2702 2816
2703 get_tod (&tod); 2817 get_tod (&tod);
2818 who->play_sound (sound_find ("sound_clock"));
2819 who->statusmsg (format (
2704 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2820 "It is %d minute%s past %d o'clock %s",
2705 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2821 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2706 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2822 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2823 ));
2708 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1; 2824 return 1;
2710 } 2825 }
2711 else 2826 else
2827 return 0;
2828
2829 case MENU:
2830 if (who->type == PLAYER)
2712 { 2831 {
2713 return 0;
2714 }
2715
2716 case MENU:
2717 if (op->type == PLAYER)
2718 {
2719 shop_listing (op); 2832 shop_listing (op, who);
2720 return 1; 2833 return 1;
2721 } 2834 }
2722 else 2835 else
2836 return 0;
2837
2838 case POWER_CRYSTAL:
2839 apply_power_crystal (who, op); /* see egoitem.c */
2840 return 1;
2841
2842 case LIGHTER: /* for lighting torches/lanterns/etc */
2843 if (who->type == PLAYER)
2723 { 2844 {
2724 return 0;
2725 }
2726
2727 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1;
2730
2731 case LIGHTER: /* for lighting torches/lanterns/etc */
2732 if (op->type == PLAYER)
2733 {
2734 apply_lighter (op, tmp); 2845 apply_lighter (who, op);
2735 return 1; 2846 return 1;
2736 } 2847 }
2737 else 2848 else
2738 {
2739 return 0; 2849 return 0;
2740 }
2741 2850
2742 case ITEM_TRANSFORMER: 2851 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp); 2852 apply_item_transformer (who, op);
2744 return 1; 2853 return 1;
2745 2854
2746 default: 2855 default:
2856 who->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2747 return 0; 2857 return 0;
2748 } 2858 }
2749} 2859}
2750 2860
2751 2861/*
2752/* quiet suppresses the "don't know how to apply" and "you must get it first"
2753 * messages as needed by player_apply_below(). But there can still be
2754 * "but you are floating high above the ground" messages.
2755 *
2756 * Same return value as apply() function. 2862 * Same return value as apply() function.
2757 */ 2863 */
2758int 2864bool
2759player_apply (object *pl, object *op, int aflag, int quiet) 2865player_apply (object *pl, object *op, int aflag)
2760{ 2866{
2761 int tmp;
2762
2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2867 if (!op->env && (pl->move_type & MOVE_FLYING))
2764 { 2868 {
2765 /* player is flying and applying object not in inventory */ 2869 /* player is flying and applying object not in inventory */
2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2870 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 { 2871 {
2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2872 pl->failmsg ("But you are floating high above the ground! "
2873 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2874 "or waiting till the levitation effect wears off.>");
2769 return 0; 2875 return 0;
2770 } 2876 }
2771 } 2877 }
2772 2878
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 }
2784
2785 pl->contr->last_used = op; 2879 pl->contr->last_used = op;
2786 2880
2787 tmp = manual_apply (pl, op, aflag); 2881 return pl->apply (op, aflag);
2788 if (!quiet)
2789 {
2790 if (tmp == 0)
2791 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2792 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2794 }
2795 return tmp;
2796} 2882}
2797 2883
2798/** 2884/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2885 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise 2886 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground. 2887 * we use the ground.
2802 */ 2888 */
2803
2804void 2889void
2805player_apply_below (object *pl) 2890player_apply_below (object *pl)
2806{ 2891{
2807 object *tmp, *next;
2808 int floors; 2892 int floors = 0;
2809 2893
2810 /* If using a container, set the starting item to be the top 2894 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2895 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* This is perhaps more complicated. However, I want to make sure that 2896 * This is perhaps more complicated. However, I want to make sure that
2816 * we don't use a corrupt pointer for the next object, so we get the 2897 * we don't use a corrupt pointer for the next object, so we get the
2817 * next object in the stack before applying. This is can only be a 2898 * next object in the stack before applying. This is can only be a
2818 * problem if player_apply() has a bug in that it uses the object but does 2899 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2900 * not return a proper value.
2820 */ 2901 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2902 //TODO: currently looks only at the topmost objetc, no longer at multiple floors
2903 // and also not on move_on floors. what was this for, anyways?
2904 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2822 { 2905 {
2823 next = tmp->below; 2906 next = tmp->below;
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++;
2826 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */
2828 2907
2829 /* If it is visible, player can apply it. If it is applied by 2908 /* If it is visible, player can apply it.
2830 * person moving on it, also activate. Added code to make it
2831 * so that at least one of players movement types be that which
2832 * the item needs.
2833 */ 2909 */
2834 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2910 if (!tmp->invisible)
2835 {
2836 if (player_apply (pl, tmp, 0, 1) == 1) 2911 if (player_apply (pl, tmp, 0))
2837 return; 2912 break;
2838 } 2913
2839 if (floors >= 2) 2914 break;
2840 return; /* process at most two floor objects */
2841 } 2915 }
2842} 2916}
2843 2917
2844/** 2918/**
2845 * Unapplies specified item. 2919 * Unapplies specified item.
2848 * to keep the size of apply_special to a more managable size. 2922 * to keep the size of apply_special to a more managable size.
2849 */ 2923 */
2850static int 2924static int
2851unapply_special (object *who, object *op, int aflags) 2925unapply_special (object *who, object *op, int aflags)
2852{ 2926{
2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2927 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2928 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2854 return RESULT_INT (0); 2929 return RESULT_INT (0);
2855 2930
2856 object *tmp2; 2931 if (who->current_weapon == op)
2932 who->current_weapon = 0;
2857 2933
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2934 op->flag [FLAG_APPLIED] = false;
2935
2859 switch (op->type) 2936 switch (op->type)
2860 { 2937 {
2938 case SKILL:
2939 if (player *pl = who->contr)
2940 if (op->invisible)
2941 pl->statusmsg (format ("You can no longer use the %s skill.", &op->skill));
2942 else
2943 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2944
2945 change_abil (who, op);
2946 who->flag [FLAG_READY_SKILL] = false;
2947 break;
2948
2861 case WEAPON: 2949 case WEAPON:
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2950 who->statusmsg (format ("You unwield %s.", query_name (op)));
2863
2864 (void) change_abil (who, op); 2951 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON)) 2952 who->flag [FLAG_READY_WEAPON] = false;
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2953
2867 clear_skill (who); 2954 // unapplying a weapon or skill tool should also unapply the skill it governs
2955 // but this is hard, as it shouldn't do so when the skill can
2956 // be used for other reasons
2957 if (who->chosen_skill)
2958 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2959 unapply_special (who, op, 0);
2960
2868 break; 2961 break;
2869 2962
2870 case SKILL: /* allows objects to impart skills */ 2963 case BOW:
2871 case SKILL_TOOL: 2964 case WAND:
2872 if (op != who->chosen_skill) 2965 case ROD:
2966 case HORN:
2967 case RANGED:
2968 if (player *pl = who->contr)
2873 { 2969 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2970 who->statusmsg (format ("You unready %s.", query_name (op)));
2971 change_abil (who, op);
2875 } 2972 }
2876 if (who->type == PLAYER) 2973 else
2877 { 2974 {
2878 if (who->contr->shoottype == range_skill) 2975 who->change_skill (0);
2879 who->contr->shoottype = range_none; 2976
2880 if (!op->invisible) 2977 if (op->type == BOW)
2881 { 2978 op->flag [FLAG_READY_BOW ] = false;
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else 2979 else
2885 { 2980 op->flag [FLAG_READY_RANGE] = false;
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 }
2888 } 2981 }
2889 (void) change_abil (who, op); 2982
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2983 break;
2893 2984
2894 case ARMOUR: 2985 case ARMOUR:
2895 case HELMET: 2986 case HELMET:
2896 case SHIELD: 2987 case SHIELD:
2899 case GLOVES: 2990 case GLOVES:
2900 case AMULET: 2991 case AMULET:
2901 case GIRDLE: 2992 case GIRDLE:
2902 case BRACERS: 2993 case BRACERS:
2903 case CLOAK: 2994 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2995 who->statusmsg (format ("You unwear %s.", query_name (op)));
2905 (void) change_abil (who, op); 2996 change_abil (who, op);
2906 break; 2997 break;
2998
2907 case LAMP: 2999 case SPELL:
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 3000 case BUILDER:
2909 tmp2 = arch_to_object (op->other_arch); 3001 who->statusmsg (format ("You unready %s.", query_name (op)));
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920
2921 if (who->type == PLAYER)
2922 esrv_del_item (who->contr, op->count);
2923
2924 op->destroy ();
2925 insert_ob_in_ob (tmp2, who);
2926 who->update_stats ();
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 {
2929 if (who->type == PLAYER)
2930 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 }
2934 }
2935 if (who->type == PLAYER)
2936 esrv_send_item (who, tmp2);
2937 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 3002 break;
2939 case BOW: 3003
2940 case WAND: 3004 //case SKILL_TOOL://TODO
2941 case ROD: 3005 default:
2942 case HORN: 3006 who->statusmsg (format ("You unapply %s.", query_name (op)));
2943 clear_skill (who);
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 {
2947 who->contr->shoottype = range_none;
2948 }
2949 else
2950 {
2951 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 }
2956 break; 3007 break;
2957
2958 case BUILDER:
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break;
2963
2964 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break;
2967 } 3008 }
3009
3010 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3011 if (object *pl = op->visible_to ())
3012 esrv_send_item (pl, op);
2968 3013
2969 who->update_stats (); 3014 who->update_stats ();
2970 3015
2971 if (!(aflags & AP_NO_MERGE))
2972 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL);
2976 if (who->type == PLAYER)
2977 {
2978 if (tmp)
2979 { /* it was merged */
2980 esrv_del_item (who->contr, op->count);
2981 op = tmp;
2982 }
2983
2984 esrv_send_item (who, op);
2985 }
2986 }
2987 return 0; 3016 return 0;
2988} 3017}
2989 3018
2990/** 3019/**
2991 * Returns the object that is using location 'loc'. 3020 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 3021 * Note that 'start' is the first object to start examing - we
2993 * then go through the below of this. In this way, you can do 3022 * then go through the below of this. In this way, you can do
2994 * something like: 3023 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 3024 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3025 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 3026 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 3027 * Returns NULL if no match is found.
2999 * loc is the index into the array we are looking for a match. 3028 * loc is the index into the array we are looking for a match.
3000 * don't return invisible objects unless they are skill objects 3029 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 3030 * invisible other objects that use
3002 * up body locations can be used as restrictions. 3031 * up body locations can be used as restrictions.
3003 */ 3032 */
3004object * 3033static object *
3005get_item_from_body_location (object *start, int loc) 3034get_next_item_from_body_location (int loc, object *start)
3006{ 3035{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 3036 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3037 if (tmp->flag [FLAG_APPLIED]
3038 && tmp->slot [loc].info
3039 && (!tmp->invisible || tmp->type == SKILL || tmp->type == SPELL))
3014 return tmp; 3040 return tmp;
3015 3041
3016 return NULL; 3042 return 0;
3017} 3043}
3018
3019
3020 3044
3021/** 3045/**
3022 * 'op' wants to apply an object, but can't because of other equipment. 3046 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known 3047 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 3048 * that there are objects to unapply. This makes pretty heavy
3027 * Returns 0 on success, returns 1 if there is some problem. 3051 * Returns 0 on success, returns 1 if there is some problem.
3028 * if aflags is AP_PRINT, we instead print out waht to unapply 3052 * if aflags is AP_PRINT, we instead print out waht to unapply
3029 * instead of doing it. This is a lot less code than having 3053 * instead of doing it. This is a lot less code than having
3030 * another function that does just that. 3054 * another function that does just that.
3031 */ 3055 */
3032int 3056
3057#define CANNOT_REMOVE_CURSED \
3058 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3059 "Praying over an altar, scrolls of remove curse/damnation, " \
3060 "priests or even other players might help.>"
3061
3062static int
3033unapply_for_ob (object *who, object *op, int aflags) 3063unapply_for_ob (object *who, object *op, int aflags)
3034{ 3064{
3035 int i; 3065 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 3066 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3067 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3046 {
3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3068 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 { 3069 {
3049 if (aflags & AP_PRINT) 3070 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3071 who->failmsg (query_name (tmp));
3051 else 3072 else
3052 unapply_special (who, tmp, aflags); 3073 unapply_special (who, tmp, aflags);
3053 } 3074 }
3054 else 3075 else
3055 { 3076 {
3056 /* In this case, we want to try and remove a cursed item. 3077 /* In this case, we want to try and remove a cursed item.
3057 * While we know it won't work, we want unapply_special to 3078 * While we know it won't work, we want unapply_special to
3058 * at least generate the message. 3079 * at least generate the message.
3059 */ 3080 */
3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3081 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3061 return 1; 3082 return 1;
3062 }
3063
3064 } 3083 }
3065 }
3066 }
3067 3084
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3085 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 3086 {
3070 /* this used up a slot that we need to free */ 3087 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 3088 if (op->slot[i].info)
3072 { 3089 {
3073 last = who->inv; 3090 object *last = who->inv;
3074 3091
3075 /* We do a while loop - may need to remove several items in order 3092 /* We do a while loop - may need to remove several items in order
3076 * to free up enough slots. 3093 * to free up enough slots.
3077 */ 3094 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 3095 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 3096 {
3080 tmp = get_item_from_body_location (last, i); 3097 object *tmp = get_next_item_from_body_location (i, last);
3098
3081 if (!tmp) 3099 if (!tmp)
3082 { 3100 {
3083#if 0 3101#if 0
3084 /* Not a bug - we'll get this if the player has cursed items 3102 /* Not a bug - we'll get this if the player has cursed items
3085 * equipped. 3103 * equipped.
3086 */ 3104 */
3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3105 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088#endif 3106#endif
3089 return 1; 3107 return 1;
3090 } 3108 }
3109
3091 /* If we are just printing, we don't care about cursed status */ 3110 /* If we are just printing, we don't care about cursed status */
3092 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3111 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3093 { 3112 {
3094 if (aflags & AP_PRINT) 3113 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3114 who->failmsg (query_name (tmp));
3096 else 3115 else
3097 unapply_special (who, tmp, aflags); 3116 unapply_special (who, tmp, aflags);
3098 } 3117 }
3099 else 3118 else
3100 { 3119 {
3101 /* Cursed item that we can't unequip - tell the player. 3120 /* Cursed item that we can't unequip - tell the player.
3102 * Note this could be annoying if this is just one of a few, 3121 * Note this could be annoying if this is just one of a few,
3103 * so it may not be critical (eg, putting on a ring and you have 3122 * so it may not be critical (eg, putting on a ring and you have
3104 * one cursed ring.) 3123 * one cursed ring.)
3105 */ 3124 */
3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3125 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3107 } 3126 }
3127
3108 last = tmp->below; 3128 last = tmp->below;
3109 } 3129 }
3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3130 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3111 * return in the !tmp would have kicked in. 3131 * return in the !tmp would have kicked in.
3112 */ 3132 */
3113 } /* if op is using this body location */ 3133 } /* if op is using this body location */
3114 } /* for body lcoations */ 3134 } /* for body lcoations */
3135
3115 return 0; 3136 return 0;
3116} 3137}
3117 3138
3118/** 3139/**
3119 * Checks to see if 'who' can apply object 'op'. 3140 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 3141 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 3142 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 3143 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3144 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3124 * is set, do we really are what the other flags may be?) 3145 * is set, do we really care what the other flags may be?)
3125 * 3146 *
3126 * See include/define.h for detailed description of the meaning of 3147 * See include/define.h for detailed description of the meaning of
3127 * these return values. 3148 * these return values.
3128 */ 3149 */
3129int 3150int
3130can_apply_object (object *who, object *op) 3151can_apply_object (object *who, object *op)
3131{ 3152{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3153 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 3154 return RESULT_INT (0);
3134 3155
3135 int i, retval = 0; 3156 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 3157 object *tmp = 0, *ws = 0;
3137 3158
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3159 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 3160 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3161 if (op->slot[i].info)
3146 { 3162 {
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3163 /* Item uses more slots than we have */
3164 if (who->slot[i].info + op->slot [i].info < 0)
3148 { 3165 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 3166 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 3167 * really needed.
3165 */ 3168 */
3166 retval |= CAN_APPLY_NEVER; 3169 retval |= CAN_APPLY_NEVER;
3167 } 3170 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 3171 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 3172 {
3170 /* in this case, equipping this would use more free spots than 3173 /* in this case, equipping this would use more free spots than
3171 * we have. 3174 * we have.
3172 */ 3175 */
3173 object *tmp1;
3174
3175 3176
3176 /* if we have an applied weapon/shield, and unapply it would free 3177 /* if we have an applied weapon/shield, and unapply it would free
3177 * enough slots to equip the new item, then just set this can 3178 * enough slots to equip the new item, then just set "can
3178 * continue. We don't care about the logic below - if you have 3179 * apply unapply". We don't care about the logic below - if you have a
3179 * shield equipped and try to equip another shield, there is only 3180 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 3181 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 3182 * does take into the account cases where what is being applied
3182 * may be two handed for example. 3183 * may be two handed for example.
3183 */ 3184 */
3184 if (ws) 3185 if (ws)
3185 { 3186 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 3187 {
3188 retval |= CAN_APPLY_UNAPPLY; 3188 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 3189 continue;
3190 } 3190 }
3191 }
3192 3191
3193 tmp1 = get_item_from_body_location (who->inv, i); 3192 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 3193 if (!tmp1)
3195 {
3196#if 0
3197 /* This is sort of an error, but happens a lot when old players
3198 * join in with more stuff equipped than they are now allowed.
3199 */
3200 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3201#endif
3202 retval |= CAN_APPLY_NEVER; 3194 retval |= CAN_APPLY_NEVER;
3203 }
3204 else 3195 else
3205 { 3196 {
3206 /* need to unapply something. However, if this something 3197 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 3198 * is different than we had found before, it means they need
3208 * to apply multiple objects 3199 * to apply multiple objects
3209 */ 3200 */
3210 retval |= CAN_APPLY_UNAPPLY; 3201 retval |= CAN_APPLY_UNAPPLY;
3202
3211 if (!tmp) 3203 if (!tmp)
3212 tmp = tmp1; 3204 tmp = tmp1;
3213 else if (tmp != tmp1) 3205 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3206 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 3207
3217 /* This object isn't using up all the slots, so there must 3208 /* This object isn't using up all the slots, so there must
3218 * be another. If so, and it the new item doesn't need all 3209 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 3210 * the slots, the player then has a choice.
3220 */ 3211 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3212 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3213 && abs (op->slot[i].info) < who->slot[i].info)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3214 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 3215
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 3216 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 3217 * equipped? If not, there must be something else to unapply.
3226 */ 3218 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3219 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 3220 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3221 }
3231 } /* if not enough free slots */ 3222 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3223 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3224 } /* for i -> num_body_locations loop */
3234 3225
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 3230 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 3231 * all use the same location.
3241 */ 3232 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3235
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3236 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3237 retval |= CAN_APPLY_RESTRICTION;
3246 3238
3247
3248 if (who->type != PLAYER) 3239 if (who->type != PLAYER)
3249 { 3240 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3241 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 retval |= CAN_APPLY_RESTRICTION; 3242 retval |= CAN_APPLY_RESTRICTION;
3243
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3244 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3245 retval |= CAN_APPLY_RESTRICTION;
3246
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3248 retval |= CAN_APPLY_RESTRICTION;
3249
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3250 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3251 retval |= CAN_APPLY_RESTRICTION;
3258 } 3252 }
3253
3259 return retval; 3254 return retval;
3260} 3255}
3261 3256
3257// saner interface, returns successful status
3258bool
3259object::apply (object *ob, int aflags)
3260{
3261 if (!ob) // simplifies a lot of callers
3262 return true;
3262 3263
3264 bool want_apply =
3265 aflags & AP_APPLY ? true
3266 : aflags & AP_UNAPPLY ? false
3267 : !ob->flag [FLAG_APPLIED]; // AP_TOGGLE
3268
3269 object_ptr *slot = 0;
3270
3271 // detect the slot, if this is a player
3272 if (contr && !(aflags & AP_NO_SLOT))
3273 {
3274 object *oslot;
3275
3276 switch (ob->type)
3277 {
3278 case WEAPON:
3279 slot = &contr->combat_ob;
3280 oslot = contr->ranged_ob;
3281 break;
3282
3283 case BOW:
3284 case RANGED:
3285 case SPELL:
3286 case WAND:
3287 case ROD:
3288 case HORN:
3289 case BUILDER:
3290 slot = &contr->ranged_ob;
3291 oslot = contr->combat_ob;
3292 break;
3293
3294 // oh, the humanity
3295 case SKILL:
3296 if (aflags & AP_NO_SLOT)
3297 break;
3298
3299 if (skill_flags [ob->subtype] & SF_NEED_ITEM)
3300 break;
3301
3302 if (skill_flags [ob->subtype] & SF_COMBAT)
3303 {
3304 slot = &contr->combat_ob;
3305 oslot = contr->ranged_ob;
3306 }
3307 else if (skill_flags [ob->subtype] & SF_RANGED)
3308 {
3309 slot = &contr->ranged_ob;
3310 oslot = contr->combat_ob;
3311 }
3312
3313 break;
3314 }
3315
3316 // now handle slot exclusions
3317 if (slot)
3318 {
3319 // only one slot can be active
3320 if (want_apply)
3321 apply (oslot, AP_UNAPPLY);
3322
3323 // clear item from slot if applied
3324 if (!want_apply && *slot == ob)
3325 {
3326 *slot = 0;
3327
3328 if (current_weapon == ob)
3329 current_weapon = 0;
3330 }
3331 }
3332 }
3333
3334 if (ob->flag [FLAG_APPLIED] != want_apply)
3335 manual_apply (this, ob, aflags);
3336
3337 if (ob->flag [FLAG_APPLIED] != want_apply)
3338 return false;
3339
3340 if (slot)
3341 current_weapon = *slot = ob;
3342
3343 return true;
3344}
3263 3345
3264/** 3346/**
3265 * who is the object using the object. It can be a monster. 3347 * who is the object using the object. It can be a monster.
3266 * op is the object they are using. op is an equipment type item, 3348 * op is the object they are using. op is an equipment type item,
3267 * eg, one which you put on and keep on for a while, and not something 3349 * eg, one which you put on and keep on for a while, and not something
3276 * AP_UNAPPLY=always unapply). 3358 * AP_UNAPPLY=always unapply).
3277 * 3359 *
3278 * Optional flags: 3360 * Optional flags:
3279 * AP_NO_MERGE: don't merge an unapplied object with other objects 3361 * AP_NO_MERGE: don't merge an unapplied object with other objects
3280 * AP_IGNORE_CURSE: unapply cursed items 3362 * AP_IGNORE_CURSE: unapply cursed items
3363 * AP_NO_READY: do not ready skills when applying skill tools
3281 * 3364 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3365 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 3366 *
3284 * apply_special() doesn't check for unpaid items. 3367 * apply_special() doesn't check for unpaid items.
3285 */ 3368 */
3369
3370#define LACK_ITEM_POWER \
3371 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3372
3286int 3373int
3287apply_special (object *who, object *op, int aflags) 3374apply_special (object *who, object *op, int aflags)
3288{ 3375{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3376 int basic_flag = aflags & AP_MODE;
3290 object *tmp, *tmp2, *skop = NULL; 3377 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3378
3293 if (who == NULL) 3379 if (who == NULL)
3294 { 3380 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3381 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3382 return 1;
3306 if (basic_flag == AP_APPLY) 3392 if (basic_flag == AP_APPLY)
3307 return 0; 3393 return 0;
3308 3394
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3395 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310 { 3396 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3397 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3312 return 1; 3398 return 1;
3313 } 3399 }
3400
3314 return unapply_special (who, op, aflags); 3401 return unapply_special (who, op, aflags);
3315 } 3402 }
3316
3317 if (basic_flag == AP_UNAPPLY) 3403 else if (basic_flag == AP_UNAPPLY)
3318 return 0; 3404 return 0;
3319 3405
3320 i = can_apply_object (who, op); 3406 splay (op);
3321 3407
3322 /* Can't just apply this object. Lets see what not and what to do */ 3408 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i) 3409 if (int i = can_apply_object (who, op))
3324 { 3410 {
3325 if (i & CAN_APPLY_NEVER) 3411 if (i & CAN_APPLY_NEVER)
3326 { 3412 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3413 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3328 return 1; 3414 return 1;
3329 } 3415 }
3330 else if (i & CAN_APPLY_RESTRICTION) 3416 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3417 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3418 who->failmsg (format (
3419 "You have a prohibition against using a %s. "
3420 "H<Your belief, profession or class prevents you from applying this item.>",
3421 query_name (op)
3422 ));
3333 return 1; 3423 return 1;
3334 } 3424 }
3425
3335 if (who->type != PLAYER) 3426 if (who->type != PLAYER)
3336 { 3427 {
3337 /* Some error, so don't try to equip something more */ 3428 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3429 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3430 return 1;
3340 } 3431 }
3341 else 3432 else
3342 { 3433 {
3343 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3434 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3344 { 3435 {
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3436 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 3437 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3438 return 1;
3348 } 3439 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3440 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3441 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3442 return 1;
3354 }
3355 } 3443 }
3356 } 3444 }
3357 3445
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3446 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3447 {
3448 // try to ready attached skill first
3360 skop = find_skill_by_name (who, op->skill); 3449 skop = find_skill_by_name (who, op->skill);
3450
3361 if (!skop) 3451 if (!skop)
3362 { 3452 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3453 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3364 return 1; 3454 return 1;
3365 } 3455 }
3366 else 3456 else if (!who->apply (skop, AP_APPLY | AP_NO_SLOT))
3367 {
3368 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated
3370 */
3371 change_skill (who, skop, 0);
3372 } 3457 {
3373 } 3458 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3374 3459 return 1;
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3460 }
3376 { 3461 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3462
3463 if (!check_item_power (who, op->item_power))
3464 {
3465 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3378 return 1; 3466 return 1;
3379 } 3467 }
3380
3381 3468
3382 /* Ok. We are now at the state where we can apply the new object. 3469 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_... 3470 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3471 * below - that is already taken care of by can_apply_object.
3385 */ 3472 */
3386 3473
3387 3474 // split away all the other items from the stack, so only one item is left
3388 if (op->nrof > 1) 3475 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3389 tmp = get_split_ob (op, op->nrof - 1);
3390 else
3391 tmp = NULL;
3392 3476
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3477 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 3478 return RESULT_INT (0);
3395 3479
3396 switch (op->type) 3480 switch (op->type)
3397 { 3481 {
3398 case WEAPON: 3482 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3483 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3400 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403 if (tmp != NULL)
3404 (void) insert_ob_in_ob (tmp, who);
3405 return 1;
3406 }
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3484 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3485 /* if the weapon does not have the name as the character, can't use it. */
3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3486 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3487 who->failmsg ("The weapon does not recognize you as its owner. "
3412 if (tmp != NULL) 3488 "H<Its name indicates that it belongs to somebody else.>");
3413 (void) insert_ob_in_ob (tmp, who); 3489 if (tmp) who->insert (tmp);
3414 return 1; 3490 return 1;
3415 } 3491 }
3416 SET_FLAG (op, FLAG_APPLIED);
3417 3492
3418 if (skop) 3493 op->flag [FLAG_APPLIED] = true;
3419 change_skill (who, skop, 1);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3421 SET_FLAG (who, FLAG_READY_WEAPON);
3422 3494
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3495 if (player *pl = who->contr)
3424 3496 {
3497 who->statusmsg (format ("You wield %s.", query_name (op)));
3425 (void) change_abil (who, op); 3498 change_abil (who, op);
3499 }
3500 else
3501 who->change_skill (skop);
3502
3503 op->flag [FLAG_READY_WEAPON] = true;
3426 break; 3504 break;
3427 3505
3428 case ARMOUR: 3506 case ARMOUR:
3429 case HELMET: 3507 case HELMET:
3430 case SHIELD: 3508 case SHIELD:
3434 case BRACERS: 3512 case BRACERS:
3435 case CLOAK: 3513 case CLOAK:
3436 case RING: 3514 case RING:
3437 case AMULET: 3515 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3516 SET_FLAG (op, FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3517 who->statusmsg (format ("You wear %s.", query_name (op)));
3440 (void) change_abil (who, op); 3518 change_abil (who, op);
3441 break; 3519 break;
3520
3521 case SKILL_TOOL:
3522 // applying a skill tool does not ready the skill
3523 // if something needs the skill, it has to ready it itself
3524 //TODO: unapplying should unapply the skill, though
3525 SET_FLAG (op, FLAG_APPLIED);
3526 break;
3527
3442 case LAMP: 3528 case SKILL:
3443 if (op->stats.food < 1) 3529 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_NO_SLOT))
3444 { 3530 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3531 who->failmsg (format (
3532 "You feel as if you wanted to do something funny, but you can't remember what. "
3533 "H<The %s skill needs an item to function, it cannot be used on its own.>",
3534 &op->skill
3535 ));
3536 if (tmp) who->insert (tmp);
3446 return 1; 3537 return 1;
3447 } 3538 }
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED);
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3454 insert_ob_in_ob (tmp2, who);
3455 3539
3456 /* Remove the old lantern */ 3540 if (player *pl = who->contr)
3457 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count);
3459
3460 op->destroy ();
3461
3462 /* insert the portion that was split off */
3463 if (tmp != NULL)
3464 { 3541 {
3465 (void) insert_ob_in_ob (tmp, who); 3542 if (op->invisible)
3466 if (who->type == PLAYER) 3543 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3467 esrv_send_item (who, tmp); 3544 else
3545 who->statusmsg (format (
3546 "You ready %s."
3547 "You can now use the %s skill.",
3548 query_name (op),
3549 &op->skill
3550 ));
3468 } 3551 }
3469 who->update_stats (); 3552
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3553 SET_FLAG (who, FLAG_READY_SKILL);
3554 SET_FLAG (op, FLAG_APPLIED);
3555 change_abil (who, op);
3556 break;
3557
3558 case BOW:
3559 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3471 { 3560 {
3472 if (who->type == PLAYER) 3561 who->failmsg ("The weapon does not recognize you as its owner. "
3473 { 3562 "H<Its name indicates that it belongs to somebody else.>");
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3563 if (tmp) who->insert (tmp);
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 }
3477 }
3478 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2);
3480 return 0;
3481 break;
3482
3483 /* this part is needed for skill-tools */
3484 case SKILL:
3485 case SKILL_TOOL:
3486 if (who->chosen_skill)
3487 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489 return 1; 3564 return 1;
3490 } 3565 }
3491 if (who->type == PLAYER) 3566
3567 if (player *pl = who->contr)
3492 { 3568 {
3493 who->contr->shoottype = range_skill; 3569 op->flag [FLAG_APPLIED] = true;
3494 who->contr->ranges[range_skill] = op; 3570 who->statusmsg (format ("You wield the %s.", query_name (op)));
3495 if (!op->invisible) 3571 change_abil (who, op);
3496 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3498 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 }
3500 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 }
3504 } 3572 }
3505 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op);
3507 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL);
3509 break; 3573 break;
3510 3574
3511 case BOW: 3575 case RANGED:
3512 if (!check_weapon_power (who, op->last_eat)) 3576 if (player *pl = who->contr)
3513 { 3577 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3578 op->flag [FLAG_APPLIED] = true;
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3579 who->statusmsg (format ("You applied the %s.", query_name (op)));
3516 if (tmp != NULL)
3517 (void) insert_ob_in_ob (tmp, who);
3518 return 1;
3519 } 3580 }
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3581 break;
3582
3583 case SPELL:
3584 if (player *pl = who->contr)
3521 { 3585 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3586 op->flag [FLAG_APPLIED] = true;
3523 if (tmp != NULL) 3587 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3524 (void) insert_ob_in_ob (tmp, who);
3525 return 1;
3526 } 3588 }
3589 break;
3590
3527 /*FALLTHROUGH*/ case WAND: 3591 /*FALLTHROUGH*/
3592 case WAND:
3528 case ROD: 3593 case ROD:
3529 case HORN: 3594 case HORN:
3530 /* check for skill, alter player status */ 3595 /* check for skill, alter player status */
3531 SET_FLAG (op, FLAG_APPLIED); 3596
3532 if (skop) 3597 if (!skop)
3533 change_skill (who, skop, 0);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535
3536 if (who->type == PLAYER)
3537 { 3598 {
3599 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3600 if (tmp) who->insert (tmp);
3601 return 1;
3602 }
3603
3604 op->flag [FLAG_APPLIED] = true;
3605
3606 if (player *pl = who->contr)
3607 {
3608 who->statusmsg (format ("You ready %s.", query_name (op)));
3609
3538 if (op->type == BOW) 3610 if (op->type == BOW)
3539 { 3611 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3612
3540 (void) change_abil (who, op); 3613 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 }
3549 } 3614 }
3550 else 3615 else
3551 { 3616 {
3617 who->change_skill (skop);
3618
3552 if (op->type == BOW) 3619 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3620 op->flag [FLAG_READY_BOW ] = true;
3554 else 3621 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3622 op->flag [FLAG_READY_RANGE] = true;
3623 }
3624
3625 break;
3626
3627 case BUILDER:
3628 if (player *pl = who->contr)
3629 {
3630 who->statusmsg (format ("You ready your %s.", query_name (op)));
3631 //TODO: change_abil?
3556 } 3632 }
3557 break; 3633 break;
3558 3634
3559 case BUILDER:
3560 if (who->contr->ranges[range_builder])
3561 unapply_special (who, who->contr->ranges[range_builder], 0);
3562 who->contr->shoottype = range_builder;
3563 who->contr->ranges[range_builder] = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3565 break;
3566
3567 default: 3635 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3636 who->statusmsg (format ("You apply %s.", query_name (op)));
3569 } /* end of switch op->type */ 3637 }
3570 3638
3571 SET_FLAG (op, FLAG_APPLIED); 3639 SET_FLAG (op, FLAG_APPLIED);
3572 3640
3573 if (tmp != NULL) 3641 if (tmp) who->insert (tmp);
3574 tmp = insert_ob_in_ob (tmp, who);
3575 3642
3576 who->update_stats (); 3643 who->update_stats ();
3577 3644
3578 /* We exclude spell casting objects. The fire code will set the 3645 /* We exclude spell casting objects. The fire code will set the
3579 * been applied flag when they are used - until that point, 3646 * been applied flag when they are used - until that point,
3581 */ 3648 */
3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3649 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3583 SET_FLAG (op, FLAG_BEEN_APPLIED); 3650 SET_FLAG (op, FLAG_BEEN_APPLIED);
3584 3651
3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3652 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586 {
3587 if (who->type == PLAYER) 3653 if (who->type == PLAYER)
3588 { 3654 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3655 who->failmsg (
3656 "Oops, it feels deadly cold! "
3657 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3658 );
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3659 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3660 }
3592 } 3661
3593 if (who->type == PLAYER) 3662 if (object *pl = op->visible_to ())
3594 {
3595 /* if multiple objects were applied, update both slots */
3596 if (tmp)
3597 esrv_send_item (who, tmp);
3598 esrv_send_item (who, op); 3663 esrv_send_item (pl, op);
3599 } 3664
3600 return 0; 3665 return 0;
3601}
3602
3603
3604int
3605monster_apply_special (object *who, object *op, int aflags)
3606{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3608 return 1;
3609 return apply_special (who, op, aflags);
3610} 3666}
3611 3667
3612/** 3668/**
3613 * Map was just loaded, handle op's initialisation. 3669 * Map was just loaded, handle op's initialisation.
3614 * 3670 *
3617int 3673int
3618auto_apply (object *op) 3674auto_apply (object *op)
3619{ 3675{
3620 object *tmp = NULL, *tmp2; 3676 object *tmp = NULL, *tmp2;
3621 int i; 3677 int i;
3678
3679 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3622 3680
3623 switch (op->type) 3681 switch (op->type)
3624 { 3682 {
3625 case SHOP_FLOOR: 3683 case SHOP_FLOOR:
3626 if (!op->has_random_items ()) 3684 if (!op->has_random_items ())
3628 3686
3629 do 3687 do
3630 { 3688 {
3631 i = 10; /* let's give it 10 tries */ 3689 i = 10; /* let's give it 10 tries */
3632 while ((tmp = generate_treasure (op->randomitems, 3690 while ((tmp = generate_treasure (op->randomitems,
3633 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3691 op->stats.exp
3692 ? (int) op->stats.exp
3693 : max (op->map->difficulty, 5)))
3694 == NULL && --i);
3695
3634 if (tmp == NULL) 3696 if (tmp == NULL)
3635 return 0; 3697 return 0;
3698
3636 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3699 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3637 { 3700 {
3638 tmp->destroy (); 3701 tmp->destroy ();
3639 tmp = NULL; 3702 tmp = NULL;
3640 } 3703 }
3643 3706
3644 tmp->x = op->x; 3707 tmp->x = op->x;
3645 tmp->y = op->y; 3708 tmp->y = op->y;
3646 SET_FLAG (tmp, FLAG_UNPAID); 3709 SET_FLAG (tmp, FLAG_UNPAID);
3647 insert_ob_in_map (tmp, op->map, NULL, 0); 3710 insert_ob_in_map (tmp, op->map, NULL, 0);
3648 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3649 identify (tmp); 3711 identify (tmp);
3650 break; 3712 break;
3651 3713
3652 case TREASURE: 3714 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3715 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3716 return 0;
3655 3717
3656 while ((op->stats.hp--) > 0) 3718 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3719 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3720 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3721
3660 /* If we generated an object and put it in this object inventory, 3722 /* If we generated an object and put it in this object inventory,
3661 * move it to the parent object as the current object is about 3723 * move it to the parent object as the current object is about
3662 * to disappear. An example of this item is the random_* stuff 3724 * to disappear. An example of this item is the random_* stuff
3663 * that is put inside other objects. 3725 * that is put inside other objects.
3664 */ 3726 */
3665 for (tmp = op->inv; tmp; tmp = tmp2)
3666 {
3667 tmp2 = tmp->below;
3668 tmp->remove ();
3669
3670 if (op->env) 3727 if (op->env)
3671 insert_ob_in_ob (tmp, op->env); 3728 while (op->inv)
3672 else 3729 op->env->insert (op->inv);
3673 tmp->destroy ();
3674 }
3675 3730
3676 op->destroy (); 3731 op->destroy ();
3677 break; 3732 break;
3678 } 3733 }
3679 return tmp ? 1 : 0;
3680}
3681 3734
3735 return !!tmp;
3736}
3737
3682/** 3738/**
3683 * fix_auto_apply goes through the entire map (only the first time 3739 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3740 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3741 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3742 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3743 */
3688void 3744void
3689maptile::fix_auto_apply () 3745maptile::fix_auto_apply ()
3698 3754
3699 if (tmp->inv) 3755 if (tmp->inv)
3700 { 3756 {
3701 object *invtmp, *invnext; 3757 object *invtmp, *invnext;
3702 3758
3703 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3759 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3704 { 3760 {
3705 invnext = invtmp->below; 3761 invnext = invtmp->below;
3706 3762
3707 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3763 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3708 auto_apply (invtmp); 3764 auto_apply (invtmp);
3709 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3765 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3710 { 3766 {
3711 while ((invtmp->stats.hp--) > 0) 3767 while (invtmp->stats.hp-- > 0)
3712 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3768 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3713 3769
3714 invtmp->randomitems = NULL; 3770 invtmp->randomitems = NULL;
3715 } 3771 }
3716 else if (invtmp && invtmp->arch 3772 else if (invtmp && invtmp->arch
3721 * treasure again for this object 3777 * treasure again for this object
3722 */ 3778 */
3723 invtmp->randomitems = NULL; 3779 invtmp->randomitems = NULL;
3724 } 3780 }
3725 } 3781 }
3782
3726 /* This is really temporary - the code at the bottom will 3783 /* This is really temporary - the code at the bottom will
3727 * also set randomitems to null. The problem is there are bunches 3784 * also set randomitems to null. The problem is there are bunches
3728 * of maps/players already out there with items that have spells 3785 * of maps/players already out there with items that have spells
3729 * which haven't had the randomitems set to null yet. 3786 * which haven't had the randomitems set to null yet.
3730 * MSW 2004-05-13 3787 * MSW 2004-05-13
3734 * Ryo 2004-08-16 3791 * Ryo 2004-08-16
3735 */ 3792 */
3736 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3793 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3737 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3794 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3738 tmp->randomitems = NULL; 3795 tmp->randomitems = NULL;
3739
3740 } 3796 }
3741 3797
3742 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3798 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3743 auto_apply (tmp); 3799 auto_apply (tmp);
3744 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3800 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3767 { 3823 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3824 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3825 tmp->randomitems = NULL;
3770 } 3826 }
3771 3827
3828 // close all containers
3829 else if (tmp->type == CONTAINER)
3830 tmp->flag [FLAG_APPLIED] = 0;
3831
3772 tmp = above; 3832 tmp = above;
3773 } 3833 }
3774 3834
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3835 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3836 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3777 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3837 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3778 check_trigger (tmp, tmp->above); 3838 check_trigger (tmp, tmp->above, tmp->above);
3779} 3839}
3780 3840
3781/** 3841/**
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3842 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3843 * This used to call cast_change_attr(), but
3784 * that doesn't work with the new spell code. Since we know what 3844 * that doesn't work with the new spell code. Since we know what
3785 * the food changes, just grab a force and use that instead. 3845 * the food changes, just grab a force and use that instead.
3786 */ 3846 */
3787
3788void 3847void
3789eat_special_food (object *who, object *food) 3848eat_special_food (object *who, object *food)
3790{ 3849{
3791 object *force; 3850 object *force;
3792 int i, did_one = 0; 3851 int i, did_one = 0;
3793 sint8 k;
3794 3852
3795 force = get_archetype (FORCE_NAME); 3853 char buf[64];
3854 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3855 shstr key (buf);
3796 3856
3797 for (i = 0; i < NUM_STATS; i++)
3798 {
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 {
3802 set_attr_value (&force->stats, i, k);
3803 did_one = 1;
3804 }
3805 }
3806
3807 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++)
3809 {
3810 if (food->resist[i] > 0)
3811 {
3812 force->resist[i] = food->resist[i] / 2;
3813 did_one = 1;
3814 }
3815 }
3816
3817 if (did_one)
3818 {
3819 force->set_speed (0.1);
3820 /* bigger morsel of food = longer effect time */ 3857 /* bigger morsel of food = longer effect time */
3821 force->duration = food->stats.food / 5; 3858 int duration = TIME2TICK (food->stats.food);
3822 SET_FLAG (force, FLAG_APPLIED); 3859
3823 change_abil (who, force); 3860 if (force = who->force_find (key))
3824 insert_ob_in_ob (force, who); 3861 {
3862 if (duration > fabs (force->speed_left / force->speed))
3863 {
3864 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));
3865 force->force_set_timer (duration);
3866 }
3867 else
3868 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3869
3870 return;
3825 } 3871 }
3826 else 3872 else
3873 {
3874 force = who->force_add (key, duration);
3875 force->name = key;
3876
3877 /* check if the food affects a stat */
3878 for (i = 0; i < NUM_STATS; i++)
3879 if (sint8 k = food->stats.stat (i))
3880 {
3881 force->stats.stat (i) = k;
3882 did_one = 1;
3883 }
3884
3885 /* check if we can protect the eater */
3886 for (i = 0; i < NROFATTACKS; i++)
3887 {
3888 if (food->resist[i] > 0)
3889 {
3890 force->resist[i] = food->resist[i];
3891 did_one = 1;
3892 }
3893 }
3894
3895 if (did_one)
3896 {
3897 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));
3898
3899 /* make the force take effect and report effects to user */
3900 change_abil (who, force);
3901 }
3902 else
3827 force->destroy (); 3903 force->destroy ();
3904 }
3828 3905
3829 /* check for hp, sp change */ 3906 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3907 if (food->stats.hp != 0)
3831 { 3908 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3909 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3910 {
3834 strcpy (who->contr->killer, food->name); 3911 who->contr->killer = food;
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3912 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3913 who->failmsg ("Eck!...that was poisonous!");
3837 } 3914 }
3838 else 3915 else
3839 { 3916 {
3840 if (food->stats.hp > 0) 3917 if (food->stats.hp > 0)
3841 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 3918 who->statusmsg ("You begin to feel better.");
3842 else 3919 else
3843 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3920 who->failmsg ("Eck!...that was poisonous!");
3921
3844 who->stats.hp += food->stats.hp; 3922 who->stats.hp += food->stats.hp;
3845 } 3923 }
3846 } 3924 }
3925
3847 if (food->stats.sp != 0) 3926 if (food->stats.sp != 0)
3848 { 3927 {
3849 if (QUERY_FLAG (food, FLAG_CURSED)) 3928 if (QUERY_FLAG (food, FLAG_CURSED))
3850 { 3929 {
3851 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 3930 who->failmsg ("You are drained of mana!");
3852 who->stats.sp -= food->stats.sp; 3931 who->stats.sp -= food->stats.sp;
3853 if (who->stats.sp < 0) 3932 if (who->stats.sp < 0)
3854 who->stats.sp = 0; 3933 who->stats.sp = 0;
3855 } 3934 }
3856 else 3935 else
3857 { 3936 {
3858 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3937 who->statusmsg ("You feel a rush of magical energy!");
3859 who->stats.sp += food->stats.sp; 3938 who->stats.sp += food->stats.sp;
3860 /* place limit on max sp from food? */ 3939 /* place limit on max sp from food? */
3861 } 3940 }
3862 } 3941 }
3942
3863 who->update_stats (); 3943 who->update_stats ();
3864}
3865
3866/**
3867 * Designed primarily to light torches/lanterns/etc.
3868 * Also burns up burnable material too. First object in the inventory is
3869 * the selected object to "burn". -b.t.
3870 */
3871void
3872apply_lighter (object *who, object *lighter)
3873{
3874 object *item;
3875 int is_player_env = 0;
3876
3877 item = find_marked_object (who);
3878 if (item)
3879 {
3880 if (lighter->last_eat && lighter->stats.food)
3881 { /* lighter gets used up */
3882 /* Split multiple lighters if they're being used up. Otherwise *
3883 * one charge from each would be used up. --DAMN */
3884 if (lighter->nrof > 1)
3885 {
3886 object *oneLighter = lighter->clone ();
3887
3888 lighter->nrof -= 1;
3889 oneLighter->nrof = 1;
3890 oneLighter->stats.food--;
3891 esrv_send_item (who, lighter);
3892 oneLighter = insert_ob_in_ob (oneLighter, who);
3893 esrv_send_item (who, oneLighter);
3894 }
3895 else
3896 lighter->stats.food--;
3897 }
3898 else if (lighter->last_eat)
3899 { /* no charges left in lighter */
3900 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3901 return;
3902 }
3903
3904 /* Perhaps we should split what we are trying to light on fire?
3905 * I can't see many times when you would want to light multiple
3906 * objects at once.
3907 */
3908
3909 if (who == item->in_player ())
3910 is_player_env = 1;
3911
3912 save_throw_object (item, AT_FIRE, who);
3913
3914 if (item->destroyed ())
3915 {
3916 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3917 /* Need to update the player so that the players glow radius
3918 * gets changed.
3919 */
3920 if (is_player_env)
3921 who->update_stats ();
3922 }
3923 else
3924 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3925 }
3926 else /* nothing to light */
3927 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3928
3929}
3930
3931/**
3932 * op made some mistake with a scroll, this takes care of punishment.
3933 * scroll_failure()- hacked directly from spell_failure
3934 */
3935void
3936scroll_failure (object *op, int failure, int power)
3937{
3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3940
3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3943 object *tmp;
3944
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3946 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy ();
3949 }
3950 else if (failure <= -15 && failure > -35)
3951 { /* drain mana */
3952 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3962 confuse_player (op, op, power);
3963 }
3964 else if (failure <= -60 && failure > -70)
3965 { /* paralysis */
3966 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3967 paralyze_player (op, op, power);
3968 }
3969 else if (failure <= -70 && failure > -80)
3970 { /* blind */
3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3972 blind_player (op, op, power);
3973 }
3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3981 tmp->destroy ();
3982 }
3983 }
3984} 3944}
3985 3945
3986void 3946void
3987apply_changes_to_player (object *pl, object *change) 3947apply_changes_to_player (object *pl, object *change)
3988{ 3948{
4005 */ 3965 */
4006 int i, j; 3966 int i, j;
4007 3967
4008 for (i = 0; i < NUM_STATS; i++) 3968 for (i = 0; i < NUM_STATS; i++)
4009 { 3969 {
4010 sint8 stat = get_attr_value (stats, i); 3970 int race_bonus = pl->arch->stats.stat (i);
4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3971 sint8 stat = stats->stat (i) + ns->stat (i);
4012 3972
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 3973 if (stat > 20 + race_bonus)
4015 { 3974 {
4016 excess_stat++; 3975 excess_stat++;
4017 stat = 20 + race_bonus; 3976 stat = 20 + race_bonus;
4018 } 3977 }
4019 set_attr_value (stats, i, stat); 3978
3979 stats->stat (i) = stat;
4020 } 3980 }
4021 3981
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 3982 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 3983 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 3984 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 3985
4028 if (i == CHA) 3986 if (i == CHA)
4029 continue; /* exclude cha from this */ 3987 continue; /* exclude cha from this */
3988
3989 int stat = stats->stat (i);
3990 int race_bonus = pl->arch->stats.stat (i);
4030 if (stat < 20 + race_bonus) 3991 if (stat < 20 + race_bonus)
4031 { 3992 {
4032 change_attr_value (stats, i, 1); 3993 change_attr_value (stats, i, 1);
4033 excess_stat--; 3994 excess_stat--;
4034 } 3995 }
4035 } 3996 }
4036 3997
4037 /* insert the randomitems from the change's treasurelist into 3998 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 3999 * the player ref: player.c
4039 */ 4000 */
4040 if (change->randomitems != NULL) 4001 if (change->randomitems)
4041 give_initial_items (pl, change->randomitems); 4002 give_initial_items (pl, change->randomitems);
4042
4043 4003
4044 /* set up the face, for some races. */ 4004 /* set up the face, for some races. */
4045 4005
4046 /* first, look for the force object banning 4006 /* first, look for the force object banning
4047 * changing the face. Certain races never change face with class. 4007 * changing the face. Certain races never change face with class.
4048 */ 4008 */
4049 for (walk = pl->inv; walk != NULL; walk = walk->below) 4009 for (walk = pl->inv; walk; walk = walk->below)
4050 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4010 if (walk->name == shstr_NOCLASSFACECHANGE)
4051 flag_change_face = 0; 4011 flag_change_face = 0;
4052 4012
4053 if (flag_change_face) 4013 if (flag_change_face)
4054 { 4014 {
4055 pl->animation_id = GET_ANIM_ID (change);
4056 pl->face = change->face; 4015 pl->face = change->face;
4057 4016 pl->animation_id = change->animation_id;
4058 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4017 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4059 SET_FLAG (pl, FLAG_ANIMATE);
4060 else
4061 CLEAR_FLAG (pl, FLAG_ANIMATE);
4062 } 4018 }
4063 4019
4064 /* check the special case of can't use weapons */ 4020 /* check the special case of can't use weapons */
4065 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4021 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4066 if (!strcmp (change->name, "monk")) 4022 if (change->name == shstr_monk)
4067 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4023 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4068 4024
4069 break; 4025 break;
4070 } 4026 }
4071 } 4027 }
4072} 4028}
4073 4029
4074/**
4075 * This handles items of type 'transformer'.
4076 * Basically those items, used with a marked item, transform both items into something
4077 * else.
4078 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4079 * Change information is contained in the 'slaying' field of the marked item.
4080 * The format is as follow: transformer:[number ]yield[;transformer:...].
4081 * This way an item can be transformed in many things, and/or many objects.
4082 * The 'slaying' field for transformer is used as verb for the action.
4083 */
4084void
4085apply_item_transformer (object *pl, object *transformer)
4086{
4087 object *marked;
4088 object *new_item;
4089 char *find;
4090 char *separator;
4091 int yield;
4092 char got[MAX_BUF];
4093 int len;
4094
4095 if (!pl || !transformer)
4096 return;
4097 marked = find_marked_object (pl);
4098 if (!marked)
4099 {
4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4101 return;
4102 }
4103 if (!marked->slaying)
4104 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return;
4107 }
4108 /* check whether they are compatible or not */
4109 find = strstr (marked->slaying, transformer->arch->name);
4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
4111 {
4112 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4113 return;
4114 }
4115 find += strlen (transformer->arch->name) + 1;
4116 /* Item can be used, now find how many and what it yields */
4117 if (isdigit (*(find)))
4118 {
4119 yield = atoi (find);
4120 if (yield < 1)
4121 {
4122 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4123 yield = 1;
4124 }
4125 }
4126 else
4127 yield = 1;
4128
4129 while (isdigit (*find))
4130 find++;
4131 while (*find == ' ')
4132 find++;
4133 memset (got, 0, MAX_BUF);
4134 if ((separator = strchr (find, ';')) != NULL)
4135 {
4136 len = separator - find;
4137 }
4138 else
4139 {
4140 len = strlen (find);
4141 }
4142 if (len > MAX_BUF - 1)
4143 len = MAX_BUF - 1;
4144 strcpy (got, find);
4145 got[len] = '\0';
4146
4147 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got);
4149 if (!new_item)
4150 {
4151 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
4152 return;
4153 }
4154
4155 new_item->nrof = yield;
4156 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4157 insert_ob_in_ob (new_item, pl);
4158 esrv_send_inventory (pl, pl);
4159 /* Eat up one item */
4160 decrease_ob_nr (marked, 1);
4161 /* Eat one transformer if needed */
4162 if (transformer->stats.food)
4163 if (--transformer->stats.food == 0)
4164 decrease_ob_nr (transformer, 1);
4165}

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