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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
55 * subtype 5: arch or race 54 * subtype 5: arch or race
56 * subtype 7: all three 55 * subtype 7: all three
57 */ 56 */
58 if (op->subtype) 57 if (op->subtype)
59 { 58 {
60 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
61 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
62 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
63 } 62 }
64 else 63 else
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
70 69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 85 return 1;
87 86
88 return 0; 87 return 0;
94 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
95 */ 94 */
96static int 95static int
97apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success = 0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
114 */ 111 */
112 if (object *marked = find_marked_object (pl))
115 if (marked && !QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
116 { 114 {
117 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
118 { 116 {
119 identify (marked); 117 identify (marked);
120 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (marked, pl)); 118
119 buf.printf ("You have %s.\r", long_desc (marked, pl));
121 if (marked->msg) 120 if (marked->msg)
122 { 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
123 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 122
124 new_draw_info (NDI_UNIQUE, 0, pl, marked->msg); 123 return !money;
125 } 124 }
126 return money == NULL;
127 } 125 }
128 }
129 126
130 for (id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
131 { 128 {
132 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
133 { 130 {
134 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
135 { 132 {
136 identify (id); 133 identify (id);
137 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have %s.", long_desc (id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
138 if (id->msg) 136 if (id->msg)
139 { 137 buf << "The item has a story:\r" << id->msg << "\n\n";
140 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 138
141 new_draw_info (NDI_UNIQUE, 0, pl, id->msg);
142 }
143 success = 1;
144 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
145 if (money == NULL || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
146 break; 141 break;
147 } 142 }
148 else 143 else
149 { 144 {
150 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
151 break; 146 break;
152 } 147 }
153 } 148 }
154 } 149 }
155 if (!success) 150
156 new_draw_info (NDI_UNIQUE, 0, pl, "You have nothing that needs identifying"); 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
157 return money == NULL; 156 return !money;
158} 157}
159 158
160/** 159/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item. 161 * matching item.
163 **/ 162 **/
164static void 163void
165handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
166{ 165{
167 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
168 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
169 yield = get_ob_key_value (tmp, "on_use_yield");
170 if (yield != NULL)
171 {
172 object *drop = get_archetype (yield);
173
174 if (tmp->env)
175 {
176 drop = insert_ob_in_ob (drop, tmp->env);
177 if (tmp->env->type == PLAYER)
178 esrv_send_item (tmp->env, drop);
179 }
180 else
181 {
182 drop->x = tmp->x;
183 drop->y = tmp->y;
184 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
185 }
186 }
187} 168}
188 169
189/** 170/**
190 * Handles applying a potion. 171 * Handles applying a potion.
191 */ 172 */
197 178
198 floor = GET_MAP_OB (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
199 180
200 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
201 { 182 {
202 if (op->type == PLAYER)
203 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184
204 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
205 return 0; 186 return 0;
206 } 187 }
207 188
208 if (op->type == PLAYER) 189 if (op->type == PLAYER)
219 200
220 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
221 { 202 {
222 op->drain_stat (); 203 op->drain_stat ();
223 op->update_stats (); 204 op->update_stats ();
224 decrease_ob (tmp); 205 tmp->decrease ();
225 return 1; 206 return 1;
226 } 207 }
227 208
228 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
229 { 210 {
230 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
231 return 0; 212 return 0;
232 } 213 }
214
233 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
234 216
235 if (depl) 217 if (depl)
236 { 218 {
237 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221 op->statusmsg (restore_msg[i]);
240 222
241 depl->destroy (); 223 depl->destroy ();
242 op->update_stats (); 224 op->update_stats ();
243 } 225 }
244 else 226 else
245 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
246 228
247 decrease_ob (tmp); 229 tmp->decrease ();
248 return 1; 230 return 1;
249 } 231 }
250 232
251 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
252 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
253 { 235 {
254 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
255 { 237 {
256 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
257 { 239 {
258 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
259 { 241 {
260 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
261 break; 243 break;
262 } 244 }
245
263 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
264 { 247 {
265 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
266 break; 249 break;
267 } 250 }
251
268 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
269 { 253 {
270 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
271 break; 255 break;
272 } 256 }
276 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
277 { 261 {
278 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
279 break; 263 break;
280 } 264 }
265
281 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
282 { 267 {
283 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
284 break; 269 break;
285 } 270 }
271
286 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
287 { 273 {
288 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
289 break; 275 break;
290 } 276 }
291 } 277 }
292 } 278 }
293 279
294 /* Just makes checking easier */ 280 /* Just makes checking easier */
295 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
296 got_one = 1; 282 got_one = 1;
297 283
298 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
299 { 285 {
300 if (got_one) 286 if (got_one)
301 { 287 {
302 op->update_stats (); 288 op->update_stats ();
303 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
304 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 290 "a little more in their image. "
305 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
306 } 292 }
307 else 293 else
308 new_draw_info (NDI_UNIQUE, 0, op, "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 295 }
310 else 296 else
311 { /* cursed potion */ 297 { /* cursed potion */
312 if (got_one) 298 if (got_one)
313 { 299 {
314 op->update_stats (); 300 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
316 } 302 }
317 else 303 else
318 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
319 } 305 }
320 306
321 decrease_ob (tmp); 307 tmp->decrease ();
322 return 1; 308 return 1;
323 } 309 }
324 310
325 311
326 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
330 */ 316 */
331 if (tmp->inv) 317 if (tmp->inv)
332 { 318 {
333 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
334 { 320 {
335 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
336 322 create_exploding_ball_at (op, op->level);
337 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
338 /* Explodes a fireball centered at player */
339 fball = get_archetype (EXPLODING_FIREBALL);
340 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
341 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
342 fball->x = op->x;
343 fball->y = op->y;
344 insert_ob_in_map (fball, op->map, NULL, 0);
345 } 323 }
346 else 324 else
347 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
348 326
349 decrease_ob (tmp); 327 tmp->decrease ();
328
350 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
351 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
352 op->update_stats (); 331 op->update_stats ();
332
353 return 1; 333 return 1;
354 } 334 }
355 335
356 /* Deal with protection potions */ 336 /* Deal with protection potions */
357 force = NULL; 337 force = NULL;
359 { 339 {
360 if (tmp->resist[i]) 340 if (tmp->resist[i])
361 { 341 {
362 if (!force) 342 if (!force)
363 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
364 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
365 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
366 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
367 } 348 }
368 } 349 }
350
369 /* This is a protection potion */ 351 /* This is a protection potion */
370 if (force) 352 if (force)
371 { 353 {
372 /* cursed items last longer */ 354 /* cursed items last longer */
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
375 force->stats.food *= 10; 357 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 361 }
362
380 force->speed_left = -1; 363 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 367 change_abil (op, force);
385 decrease_ob (tmp); 368 tmp->decrease ();
386 return 1; 369 return 1;
387 } 370 }
388 371
389 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
390 if (op->type == PLAYER) 373 if (op->type == PLAYER)
391 { /* only for players */ 374 { /* only for players */
392 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
393 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
394 else 379 else
395 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
396 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
397 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
398 } 384 }
399 385
400 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
401 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
402 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
403 * up all the stats. 389 * up all the stats.
404 */ 390 */
405 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
406 op->update_stats (); 392 op->update_stats ();
407 decrease_ob (tmp); 393 tmp->decrease ();
408 return 1; 394 return 1;
409} 395}
410 396
411/**************************************************************************** 397/****************************************************************************
412 * Weapon improvement code follows 398 * Weapon improvement code follows
413 ****************************************************************************/ 399 ****************************************************************************/
414 400
415/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
416 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
417 */ 418 */
418static int 419static int
419check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
420{ 421{
421 int count = 0; 422 int count = 0;
422 423
423 424 if (!item)
424 if (item == NULL)
425 return 0; 425 return 0;
426 426
427 op = op->below; 427 for (op = op->below; op; op = op->below)
428 while (op != NULL) 428 if (op->arch->archname == item)
429 {
430 if (strcmp (op->arch->name, item) == 0)
431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* 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; 431 count += op->number_of ();
439 }
440 }
441
442 op = op->below;
443 }
444 432
445 return count; 433 return count;
446} 434}
447 435
448/** 436/**
450 * op is typically the player, which is only 438 * op is typically the player, which is only
451 * really used to determine what space to look at. 439 * really used to determine what space to look at.
452 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
453 */ 441 */
454static void 442static void
455eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
456{ 444{
457 object *prev; 445 object *prev;
458 446
459 prev = op; 447 prev = op;
460 op = op->below; 448 op = op->below;
461 449
462 while (op != NULL) 450 while (op)
463 { 451 {
464 if (strcmp (op->arch->name, item) == 0) 452 if (op->arch->archname == item)
465 { 453 {
466 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
467 { 455 {
468 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
469 return; 457 return;
470 } 458 }
471 else 459 else
472 { 460 {
473 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
474 nrof -= op->nrof; 462 nrof -= op->nrof;
475 } 463 }
464
476 op = prev; 465 op = prev;
477 } 466 }
467
478 prev = op; 468 prev = op;
479 op = op->below; 469 op = op->below;
480 } 470 }
481} 471}
482 472
483/** 473/**
484 * This checks to see of the player (who) is sufficient level to use a weapon
485 * with improvs improvements (typically last_eat). We take an int here
486 * instead of the object so that the improvement code can pass along the
487 * increased value to see if the object is usuable.
488 * we return 1 (true) if the player can use the weapon.
489 */
490static int
491check_weapon_power (const object *who, int improvs)
492{
493
494/* Old code is below (commented out). Basically, since weapons are the only
495 * object players really have any control to improve, it's a bit harsh to
496 * require high level in some combat skill, so we just use overall level.
497 */
498#if 1
499 if (((who->level / 5) + 5) >= improvs)
500 return 1;
501 else
502 return 0;
503
504#else
505 int level = 0;
506
507 /* The skill system hands out wc and dam bonuses to fighters
508 * more generously than the old system (see fix_player). Thus
509 * we need to curtail the power of player enchanted weapons.
510 * I changed this to 1 improvement per "fighter" level/5 -b.t.
511 * Note: Nothing should break by allowing this ratio to be different or
512 * using normal level - it is just a matter of play balance.
513 */
514 if (who->type == PLAYER)
515 {
516 object *wc_obj = NULL;
517
518 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
519 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
520 level = wc_obj->level;
521
522 if (!level)
523 {
524 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
525 level = who->level;
526 }
527 }
528 else
529 level = who->level;
530
531 return (improvs <= ((level / 5) + 5));
532#endif
533}
534
535/**
536 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
537 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
538 */ 476 */
539static int 477static int
540check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
541{ 479{
542 int count = 0; 480 int count = 0;
543 481
544 if (improver->slaying != NULL) 482 if (improver->slaying)
545 { 483 {
546 count = check_item (op, improver->slaying); 484 count = check_item (op, improver->slaying);
547 if (count < 1) 485 if (count < 1)
548 { 486 {
549 char buf[200];
550
551 sprintf (buf, "The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
552 new_draw_info (NDI_UNIQUE, 0, op, buf);
553 return 0; 488 return 0;
554 } 489 }
555 } 490 }
556 else 491 else
557 count = 1; 492 count = 1;
560} 495}
561 496
562/** 497/**
563 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
564 */ 499 */
565int 500static int
566improve_weapon_stat (object *op, object *improver, object *weapon, signed char *stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
567{ 502{
568
569 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
570 *stat += sacrifice_count; 503 stat += sacrifice_count;
571 weapon->last_eat++; 504 weapon->last_eat++;
572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 505 improver->decrease ();
573 decrease_ob (improver);
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
577 return 1; 516 return 1;
578} 517}
579 518
580/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 524#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 526#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 529#define IMPROVE_INT 10
591#define IMPROVE_POW 11 530#define IMPROVE_POW 11
592
593 531
594/** 532/**
595 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
597 */ 535 */
598 536static int
599int
600prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
601{ 538{
602 int sacrifice_count, i; 539 int sacrifice_count, i;
603 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
604 541
605 if (weapon->level != 0) 542 if (weapon->level != 0)
606 { 543 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 544 op->failmsg ("Weapon is already prepared!");
608 return 0; 545 return 0;
609 } 546 }
547
610 for (i = 0; i < NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 549 if (weapon->resist[i])
612 break; 550 break;
613 551
614 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
617 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */ 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
618 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
619 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
620 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
621 { 559 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
623 return 0; 563 return 0;
624 } 564 }
565
625 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
627 return 0; 568 return 0;
569
628 weapon->level = isqrt (sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
631 572
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
576 &weapon->name, weapon->level
577 ));
633 578
634 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
635 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
636 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
637 slot at once! */ 582 slot at once! */
638 decrease_ob (improver); 583 improver->decrease ();
639 weapon->last_eat = 0; 584 weapon->last_eat = 0;
640 return 1; 585 return 1;
641} 586}
642
643 587
644/** 588/**
645 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
646 * This is the new improve weapon code. 590 * This is the new improve weapon code.
647 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
650 * 594 *
651 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
652 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
653 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
654 */ 598 */
655int 599static int
656improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
657{ 601{
658 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
659 603
660 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
661 {
662 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
663 } 606
664 if (weapon->level == 0) 607 if (weapon->level == 0)
665 { 608 {
666 new_draw_info (NDI_UNIQUE, 0, op, "This weapon has not been prepared."); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
667 return 0; 612 return 0;
668 } 613 }
669 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 614
615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
670 { 617 {
671 new_draw_info (NDI_UNIQUE, 0, op, "This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
672 return 0; 619 return 0;
673 } 620 }
674 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 621
622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
675 { 624 {
676 new_draw_info (NDI_UNIQUE, 0, op, "Improving the weapon will make it too"); 625 op->failmsg ("Improving the weapon will make it too "
677 new_draw_info (NDI_UNIQUE, 0, op, "powerful for you to use. Unready it if you"); 626 "powerful for you to use. Unready it if you "
678 new_draw_info (NDI_UNIQUE, 0, op, "really want to improve it."); 627 "really want to improve it.");
679 return 0; 628 return 0;
680 } 629 }
630
681 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
682 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
683 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
684 * weapon can be improved. 634 * weapon can be improved.
685 */ 635 */
686 if (improver->stats.sp == IMPROVE_DAMAGE) 636 if (improver->stats.sp == IMPROVE_DAMAGE)
687 { 637 {
688 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
689 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
690 new_draw_info_format (NDI_UNIQUE, 0, op, "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
691 weapon->last_eat++; 641 weapon->last_eat++;
692 642
693 weapon->item_power++; 643 weapon->item_power++;
694 decrease_ob (improver); 644 improver->decrease ();
695 return 1; 645 return 1;
696 } 646 }
647
697 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
698 { 649 {
699 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
700 weapon->weight = (weapon->weight * 8) / 10; 651 weapon->weight = (weapon->weight * 8) / 10;
701 if (weapon->weight < 1) 652 if (weapon->weight < 1)
702 weapon->weight = 1; 653 weapon->weight = 1;
654
703 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon weight reduced to %6.1f kg", (float) weapon->weight / 1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
704 weapon->last_eat++; 656 weapon->last_eat++;
705 weapon->item_power++; 657 weapon->item_power++;
706 decrease_ob (improver); 658 improver->decrease ();
707 return 1; 659 return 1;
708 } 660 }
661
709 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
710 { 663 {
711 weapon->magic++; 664 weapon->magic++;
712 weapon->last_eat++; 665 weapon->last_eat++;
713 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon magic increased to %d", weapon->magic); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
714 decrease_ob (improver); 667 improver->decrease ();
715 weapon->item_power++; 668 weapon->item_power++;
716 return 1; 669 return 1;
717 } 670 }
718 671
719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
724 sacrifice_needed *= 2; 677 sacrifice_needed *= 2;
725 678
726 sacrifice_count = check_sacrifice (op, improver); 679 sacrifice_count = check_sacrifice (op, improver);
727 if (sacrifice_count < sacrifice_needed) 680 if (sacrifice_count < sacrifice_needed)
728 { 681 {
729 new_draw_info_format (NDI_UNIQUE, 0, op, "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
730 return 0; 683 return 0;
731 } 684 }
685
732 eat_item (op, improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
733 weapon->item_power++; 687 weapon->item_power++;
734 688
735 switch (improver->stats.sp) 689 switch (improver->stats.sp)
736 { 690 {
737 case IMPROVE_STR:
738 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Str), 1, "strength"); 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
739 case IMPROVE_DEX:
740 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Dex), 1, "dexterity"); 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
741 case IMPROVE_CON:
742 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Con), 1, "constitution"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
743 case IMPROVE_WIS:
744 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Wis), 1, "wisdom"); 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
745 case IMPROVE_CHA:
746 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Cha), 1, "charisma"); 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
747 case IMPROVE_INT:
748 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Int), 1, "intelligence"); 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
749 case IMPROVE_POW:
750 return improve_weapon_stat (op, improver, weapon, (signed char *) &(weapon->stats.Pow), 1, "power"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
751 default: 698 default:
752 new_draw_info (NDI_UNIQUE, 0, op, "Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
753 } 700 }
701
754 LOG (llevError, "improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
755 return 0; 703 return 0;
756} 704}
757 705
758/** 706/**
759 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
760 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
761 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
762 */ 710 */
763int 711static int
764check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
765{ 713{
766 object *otmp; 714 object *otmp;
767 715
768 if (op->type != PLAYER) 716 if (op->type != PLAYER)
769 return 0; 717 return 0;
718
770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
771 { 720 {
772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 721 op->failmsg ("Something blocks the magic of the scroll!");
773 return 0; 722 return 0;
774 } 723 }
724
775 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
776 if (!otmp) 727 if (!otmp)
777 { 728 {
778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
779 return 0; 730 return 0;
780 } 731 }
732
781 if (otmp->type != WEAPON && otmp->type != BOW) 733 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 734 {
783 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 735 op->failmsg ("Marked item is not a weapon or bow!");
784 return 0; 736 return 0;
785 } 737 }
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
787 improve_weapon (op, tmp, otmp); 741 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 742 esrv_send_item (op, otmp);
789 return 1; 743 return 1;
790} 744}
791 745
809 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
810 * the users level or 90) 764 * the users level or 90)
811 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
812 * changing of physical area right now. 766 * changing of physical area right now.
813 */ 767 */
814int 768static int
815improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
816{ 770{
817 object *tmp; 771 object *tmp;
818 772
819 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
820 { 774 {
821 new_draw_info (NDI_UNIQUE, 0, op, "This armour can not be enchanted any further."); 775 op->failmsg ("This armour can not be enchanted any further!");
822 return 0; 776 return 0;
823 } 777 }
778
824 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
825 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
826 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
827 * of gnarg and what not?) 782 * of gnarg and what not?)
828 */ 783 */
829 if (armour->title) 784 if (armour->title)
830 { 785 {
831 new_draw_info (NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 op->failmsg ("This armour will not accept further enchantment.");
832 return 0; 787 return 0;
833 } 788 }
834 789
835 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
836 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
837 */ 792 */
838 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
839 tmp = get_split_ob (armour, armour->nrof - 1);
840 else
841 tmp = NULL;
842 794
843 armour->magic++; 795 armour->magic++;
844 796
845 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
846 { 798 {
851 { 803 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 805 pow++;
854 } 806 }
855 807
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 809 }
858 else 810 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 812
861 if (!settings.armor_weight_linear) 813 if (!settings.armor_weight_linear)
862 { 814 {
863 int base = 100; 815 int base = 100;
864 int pow = 0; 816 int pow = 0;
867 { 819 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 821 pow++;
870 } 822 }
871 823
872 armour->weight = (armour->arch->clone.weight * base) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
873 } 825 }
874 else 826 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 828
877 if (armour->weight <= 0) 829 if (armour->weight <= 0)
878 { 830 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 832 armour->weight = 1;
881 } 833 }
882 834
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 836
885 if (op->type == PLAYER) 837 if (op->type == PLAYER)
886 { 838 {
887 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
889 op->update_stats (); 842 op->update_stats ();
890 } 843 }
891 decrease_ob (improver); 844
845 improver->decrease ();
846
892 if (tmp) 847 if (tmp)
893 { 848 op->insert (tmp);
894 insert_ob_in_ob (tmp, op); 849
895 esrv_send_item (op, tmp);
896 }
897 return 1; 850 return 1;
898} 851}
899
900 852
901/* 853/*
902 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
903 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
904 */ 856 *
905#define CONV_FROM(xyz) xyz->slaying
906#define CONV_TO(xyz) xyz->other_arch
907#define CONV_NR(xyz) xyz->stats.sp
908#define CONV_NEED(xyz) xyz->stats.food
909
910/* Takes one items and makes another. 857 * Takes one type of items and makes another.
911 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
912 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
913 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
914 */ 861 */
915int 862int
916convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
917{ 864{
918 int nr = 0; 865 sint64 nr = 0, price_in;
919 uint32 price_in; 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
920 874
921 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
922 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
923 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
924 */ 878 */
925 if (!strcmp (CONV_FROM (converter), "money")) 879 if (conv_from == shstr_money)
926 { 880 {
927 int cost;
928
929 if (item->type != MONEY) 881 if (item->type != MONEY)
930 return 0; 882 return 0;
931 883
932 nr = (item->nrof * item->value) / CONV_NEED (converter); 884 nr = sint64 (item->nrof) * item->value / need;
933 if (!nr) 885 if (!nr)
934 return 0; 886 return 0;
935 cost = nr * CONV_NEED (converter) / item->value; 887
936 /* take into account rounding errors */ 888 converter->play_sound (sound_find ("shop_buy"));
937 if (nr * CONV_NEED (converter) % item->value) 889
938 cost++; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
939 decrease_ob_nr (item, cost); 891
892 item->decrease (cost);
940 893
941 price_in = cost * item->value; 894 price_in = cost * item->value;
942 } 895 }
943 else 896 else
944 { 897 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 898 if (item->type == PLAYER
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 899 || conv_from != item->arch->archname
900 || (need && need > (uint16) item->nrof))
947 return 0; 901 return 0;
948 902
949 if (CONV_NEED (converter)) 903 converter->play_sound (sound_find ("convert_item"));
904
905 if (need)
950 { 906 {
951 nr = item->nrof / CONV_NEED (converter); 907 nr = sint64 (item->nrof) / need;
952 decrease_ob_nr (item, nr * CONV_NEED (converter)); 908 item->decrease (nr * need);
953 price_in = nr * CONV_NEED (converter) * item->value; 909 price_in = nr * need * item->value;
954 } 910 }
955 else 911 else
956 { 912 {
957 price_in = item->value; 913 price_in = item->value;
958 item->destroy (); 914 item->destroy ();
959 } 915 }
960 } 916 }
961 917
962 if (converter->inv != NULL) 918 if (converter->inv)
963 { 919 {
964 object *ob; 920 object *ob;
965 int i; 921 int i;
966 object *ob_to_copy; 922 object *ob_to_copy;
967 923
968 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
969 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
970 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
971 {
972 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
973 {
974 ob_to_copy = ob; 928 ob_to_copy = ob;
975 } 929
976 } 930 item = ob_to_copy->deep_clone ();
977 item = object_create_clone (ob_to_copy);
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 } 933 }
981 else 934 else
982 { 935 {
983 if (converter->other_arch == NULL) 936 if (!conv_to)
984 { 937 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1; 940 return -1;
988 } 941 }
989 942
990 item = object_create_arch (converter->other_arch); 943 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 } 945 }
993 946
994 if (CONV_NR (converter)) 947 if (give)
995 item->nrof = CONV_NR (converter); 948 item->nrof = give;
949
996 if (nr) 950 if (nr)
997 item->nrof *= nr; 951 item->nrof *= nr;
998 if (is_in_shop (converter)) 952
953 if (converter->flag [FLAG_PRECIOUS])
999 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1000 else if (price_in < item->nrof * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1001 { 965 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004
1005 /** 968 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1008 */ 971 */
1009 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 980 return 1;
1012} 981}
1013 982
1014/** 983/**
1015 * Handle apply on containers. 984 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1019 */ 988 */
1020int 989static int
1021apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1022{ 991{
1023 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1024 return 0; /* This might change */ 993 return 0; /* This might change */
1025 994
1031 1000
1032 op->contr->last_used = 0; 1001 op->contr->last_used = 0;
1033 1002
1034 if (sack->env && sack->env != op) 1003 if (sack->env && sack->env != op)
1035 { 1004 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first."); 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1037 return 1; 1006 return 1;
1038 } 1007 }
1039 1008
1040 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1042 { 1011 {
1043 if (op->container == sack) 1012 if (op->container_ () == sack)
1044 { 1013 {
1045 // open on ground or inv, so close 1014 // open on ground or inv, so close
1046 op->close_container (); 1015 op->close_container ();
1047 return 1; 1016 return 1;
1048 } 1017 }
1049 else if (!sack->env) 1018 else if (!sack->env)
1050 { 1019 {
1051 // active, but not ours: some other player has opened it 1020 // active, but not ours: some other player has opened it
1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1; 1022 return 1;
1054 } 1023 }
1055 1024
1056 // fall through to opening it (active in inv) 1025 // fall through to opening it (active in inv)
1057 } 1026 }
1059 { 1028 {
1060 // it is in our env, so activate it, do not open yet 1029 // it is in our env, so activate it, do not open yet
1061 op->close_container (); 1030 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1; 1031 sack->flag [FLAG_APPLIED] = 1;
1063 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack)); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1065 return 1; 1034 return 1;
1066 } 1035 }
1067 1036
1068 // it's locked? 1037 // it's locked?
1069 if (sack->slaying) 1038 if (sack->slaying)
1070 { 1039 {
1071 if (object *tmp = find_key (op, op, sack)) 1040 if (object *tmp = find_key (op, op, sack))
1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp)); 1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else 1042 else
1074 { 1043 {
1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack)); 1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1; 1045 return 1;
1077 } 1046 }
1078 } 1047 }
1079 1048
1080 op->open_container (sack); 1049 op->open_container (sack);
1091{ 1060{
1092 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1093 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1094 return 0; 1063 return 0;
1095 1064
1096 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1097 { 1066 {
1098 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1099 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1100 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1101 */ 1070 */
1102 if (altar->inv && altar->inv->type == SPELL) 1071 if (altar->inv && altar->inv->type == SPELL)
1103 { 1072 {
1104 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1105 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1106 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1107 * old maps. 1076 * old maps.
1108 */ 1077 */
1109 1078
1110/* push_button (altar);*/ 1079/* push_button (altar);*/
1111 } 1080 }
1112 else 1081 else
1113 { 1082 {
1114 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1115 push_button (altar); 1084 push_button (altar, originator);
1116 } 1085 }
1117 1086
1118 return !sacrifice; 1087 return !sacrifice;
1119 } 1088 }
1120 else 1089 else
1135 double opinion; 1104 double opinion;
1136 object *tmp, *next; 1105 object *tmp, *next;
1137 1106
1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1139 1108
1140 if (op->type != PLAYER) 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1141 { 1121 {
1142 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1143 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1144 * the shop. 1124 * the shop.
1145 */ 1125 */
1149 1129
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 { 1131 {
1152 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1153 1133
1134 if (i >= 0)
1154 tmp->remove (); 1135 tmp->move (i);
1155
1156 if (i == -1)
1157 i = 0;
1158
1159 tmp->map = op->map;
1160 tmp->x = op->x + freearr_x[i];
1161 tmp->y = op->y + freearr_y[i];
1162 insert_ob_in_map (tmp, op->map, op, 0);
1163 } 1136 }
1164 } 1137 }
1165 1138
1166 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1167 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1170 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1171 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1172 */ 1145 */
1173 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1174 { 1147 {
1175
1176 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1177 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1178 1150
1179 if (i != -1) 1151 if (i != -1)
1180 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1181 1153
1182 return 0; 1154 return 0;
1183 } 1155 }
1156
1184 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1185 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1186 */ 1159 */
1187 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1188 } 1161 }
1189 else if (can_pay (op) && get_payment (op)) 1162 else if (can_pay (op) && get_payment (op))
1190 { 1163 {
1191 /* this is only used for players */ 1164 /* this is only used for players */
1192 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1193 1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1194 if (shop_mat->msg) 1174 if (shop_mat->msg)
1195 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1175 op->statusmsg (shop_mat->msg);
1196 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1197 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1198 * actually the shop floor. 1178 * actually the shop floor.
1199 */ 1179 */
1200 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1201 { 1181 {
1202 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1203 1183
1204 if (opinion > 0.9) 1184 op->statusmsg (
1205 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1206 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1207 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1208 else if (opinion > 0.5) 1188 : "The shopkeeper glares at you with contempt."
1209 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1210 else 1189 );
1211 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1212 } 1190 }
1213 } 1191 }
1214 else 1192 else
1215 { 1193 {
1216 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1217 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1218 * they are not on the mat anymore 1196 * they are not on the mat anymore
1219 */ 1197 */
1220 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1221 1199
1222 if (i == -1) 1200 if (i == -1)
1223 {
1224 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1225 }
1226 else 1202 else
1227 { 1203 {
1228 op->remove (); 1204 op->remove ();
1229 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1230 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1240 * Handles applying a sign. 1216 * Handles applying a sign.
1241 */ 1217 */
1242static void 1218static void
1243apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1244{ 1220{
1245 readable_message_type *msgType; 1221 if (!op->is_player())
1246 char newbuf[HUGE_BUF]; 1222 return;
1247 1223
1248 if (sign->msg == NULL) 1224 if (sign->has_dialogue ())
1249 { 1225 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1251 return; 1227 return;
1252 } 1228 }
1253 1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1254 if (sign->stats.food) 1239 if (sign->stats.food)
1255 { 1240 {
1256 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1257 { 1242 {
1258 if (!sign->move_on) 1243 if (!sign->move_on)
1259 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1260 return; 1246 return;
1261 } 1247 }
1262 1248
1263 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1264 sign->last_eat++; 1250 sign->last_eat++;
1269 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1270 * to us). 1256 * to us).
1271 */ 1257 */
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1259 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1275 return; 1261 return;
1276 } 1262 }
1277 msgType = get_readable_message_type (sign); 1263
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1264 if (op->contr)
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1280} 1306}
1281 1307
1282/** 1308/**
1283 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1298 return; 1324 return;
1299 1325
1300 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1301 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1302 */ 1328 */
1303 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1304 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1305 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1306 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1307 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1308 */ 1334 */
1309 if (recursion_depth >= 500) 1335 if (recursion_depth >= 500)
1310 { 1336 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1339 return;
1314 } 1340 }
1341
1315 recursion_depth++; 1342 recursion_depth++;
1316 if (trap->head) 1343 if (trap->head)
1317 trap = trap->head; 1344 trap = trap->head;
1318 1345
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1320 goto leave;
1321
1322 switch (trap->type) 1347 switch (trap->type)
1323 { 1348 {
1324 case PLAYERMOVER: 1349 case PLAYERMOVER:
1325 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1326 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1327 if (!trap->stats.maxsp) 1423 if (!trap->value)
1328 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1329 1426
1330 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1331 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1332 */ 1442 */
1333 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1334 1444
1335 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1336 * above with some objects have zero speed, and thus the player 1446 {
1337 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1338 */ 1456 }
1339 if (victim->speed_left < -50.0) 1457 break;
1340 victim->speed_left = -50.0;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1458 }
1343 goto leave;
1344 1459
1345 case SPINNER: 1460 case CONVERTER:
1346 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1347 {
1348 victim->direction = absdir (victim->direction - trap->stats.sp);
1349 update_turn_face (victim);
1350 }
1351 goto leave;
1352
1353 case DIRECTOR:
1354 if (victim->direction && !should_director_abort (trap, victim))
1355 {
1356 victim->direction = trap->stats.sp;
1357 update_turn_face (victim);
1358 }
1359 goto leave;
1360
1361 case BUTTON:
1362 case PEDESTAL:
1363 update_button (trap);
1364 goto leave;
1365
1366 case ALTAR:
1367 /* sacrifice victim on trap */
1368 apply_altar (trap, victim, originator);
1369 goto leave;
1370
1371 case THROWN_OBJ:
1372 if (trap->inv == NULL)
1373 goto leave;
1374 /* fallthrough */
1375
1376 case ARROW:
1377 /* bad bug: monster throw a object, make a step forwards, step on object ,
1378 * trigger this here and get hit by own missile - and will be own enemy.
1379 * Victim then is his own enemy and will start to kill herself (this is
1380 * removed) but we have not synced victim and his missile. To avoid senseless
1381 * action, we avoid hits here
1382 */
1383 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1384 hit_with_arrow (trap, victim);
1385 goto leave;
1386
1387 case SPELL_EFFECT:
1388 apply_spell_effect (trap, victim);
1389 goto leave;
1390
1391 case TRAPDOOR:
1392 {
1393 int max, sound_was_played;
1394 object *ab, *ab_next;
1395
1396 if (!trap->value)
1397 { 1462 {
1398 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1399 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1400 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1401 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1402 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1403
1404 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1405 goto leave;
1406
1407 SET_ANIMATION (trap, trap->value);
1408 update_object (trap, UP_OBJ_FACE);
1409 } 1465 }
1410 1466
1411 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1412 { 1489 {
1413 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1414 * ab->above would be bogus 1491 * players output.
1415 */ 1492 */
1416 ab_next = ab->above; 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1417 1495
1418 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1419 { 1497 victim->enter_exit (trap);
1420 if (!sound_was_played)
1421 {
1422 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE);
1423 sound_was_played = 1;
1424 }
1425 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1426 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1427 }
1428 } 1498 }
1429 goto leave; 1499 break;
1430 }
1431 1500
1432
1433 case CONVERTER:
1434 if (convert_item (victim, trap) < 0)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1437 get_archetype ("burnout")->insert_at (trap, trap);
1438 }
1439
1440 goto leave;
1441
1442 case TRIGGER_BUTTON:
1443 case TRIGGER_PEDESTAL:
1444 case TRIGGER_ALTAR:
1445 check_trigger (trap, victim);
1446 goto leave;
1447
1448 case DEEP_SWAMP:
1449 walk_on_deep_swamp (trap, victim);
1450 goto leave;
1451
1452 case CHECK_INV:
1453 check_inv (victim, trap);
1454 goto leave;
1455
1456 case HOLE:
1457 /* Hole not open? */
1458 if (trap->stats.wc > 0)
1459 goto leave;
1460
1461 /* Is this a multipart monster and not the head? If so, return.
1462 * Processing will happen if the head runs into the pit
1463 */
1464 if (victim->head)
1465 goto leave;
1466
1467 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1468 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1469 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1470 goto leave;
1471
1472 case EXIT:
1473 if (victim->type == PLAYER && EXIT_PATH (trap))
1474 {
1475 /* Basically, don't show exits leading to random maps the
1476 * players output.
1477 */
1478 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1479 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1480
1481 victim->enter_exit (trap);
1482 }
1483 goto leave;
1484
1485 case ENCOUNTER: 1501 case ENCOUNTER:
1486 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1487 goto leave; 1503 break;
1488 1504
1489 case SHOP_MAT: 1505 case SHOP_MAT:
1490 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1491 goto leave; 1507 break;
1492 1508
1493 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1494 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1495 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1496 goto leave; 1512 break;
1497 1513
1498 case SIGN: 1514 case SIGN:
1499 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1500 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1501 1517
1502 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1503 goto leave; 1519 break;
1504 1520
1505 case CONTAINER: 1521 case CONTAINER:
1506 apply_container (victim, trap); 1522 apply_container (victim, trap);
1507 goto leave; 1523 break;
1508 1524
1509 case RUNE: 1525 case RUNE:
1510 case TRAP: 1526 case TRAP:
1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1512 {
1513 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1514 } 1529 break;
1515 goto leave;
1516 1530
1517 default: 1531 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1534 break;
1521 } 1535 }
1522 1536
1523leave:
1524 recursion_depth--; 1537 recursion_depth--;
1525} 1538}
1526 1539
1527/** 1540/**
1528 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1533 int lev_diff; 1546 int lev_diff;
1534 object *skill_ob; 1547 object *skill_ob;
1535 1548
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1550 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1551 op->failmsg ("You are unable to read while blind!");
1539 return; 1552 return;
1540 } 1553 }
1554
1541 if (tmp->msg == NULL) 1555 if (!tmp->msg)
1542 { 1556 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1544 return; 1558 return;
1545 } 1559 }
1546 1560
1547 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1563 if (!skill_ob)
1550 { 1564 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1552 return; 1566 return;
1553 } 1567 }
1568
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1571 {
1557 if (lev_diff < 2) 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1559 else if (lev_diff < 3) 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1560 new_draw_info (NDI_UNIQUE, 0, op, "This book is slightly beyond your comprehension."); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1561 else if (lev_diff < 5) 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1563 else if (lev_diff < 8)
1564 new_draw_info (NDI_UNIQUE, 0, op, "This book is quite a bit beyond your comprehension.");
1565 else if (lev_diff < 15)
1566 new_draw_info (NDI_UNIQUE, 0, op, "This book is way beyond your comprehension.");
1567 else
1568 new_draw_info (NDI_UNIQUE, 0, op, "This book is totally beyond your comprehension.");
1569 return; 1578 return;
1570 } 1579 }
1571 1580
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1582
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1583 if (player *pl = op->contr)
1575 msgType->message_type, msgType->message_subtype, 1584 if (client *ns = pl->ns)
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1577 long_desc (tmp, op), &tmp->msg);
1578 1586
1579 /* gain xp from reading */ 1587 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1589 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1584 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1585 { 1593 {
1586 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1587 SET_FLAG (tmp, FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1588 1596
1589 /* If in a container, update how it looks */ 1597 if (object *pl = tmp->visible_to ())
1590 if (tmp->env)
1591 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1592 else
1593 op->contr->ns->floorbox_update ();
1594 } 1599 }
1595 1600
1596 change_exp (op, exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1597 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 */
1598 } 1603 }
1599} 1604}
1600 1605
1601/** 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/**
1602 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1603 * 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
1604 */ 1662 */
1605static void 1663static void
1606apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1607{ 1665{
1608 switch ((int) learn_skill (op, tmp)) 1666 switch (learn_skill (op, tmp))
1609 { 1667 {
1610 case 0: 1668 case 0:
1611 new_draw_info (NDI_UNIQUE, 0, op, "You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1612 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)));
1613 return; 1671 break;
1614 1672
1615 case 1: 1673 case 1:
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You succeed in learning %s", &tmp->skill);
1617 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));
1618 return; 1677 break;
1619 1678
1620 default: 1679 default:
1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1621 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)));
1622 decrease_ob (tmp);
1623 return; 1683 break;
1624 } 1684 }
1625} 1685}
1626 1686
1627/** 1687/**
1628 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1648 return; 1708 return;
1649 } 1709 }
1650 return; 1710 return;
1651 } 1711 }
1652 1712
1653 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1714
1654 tmp = spell->clone (); 1715 tmp = spell->clone ();
1655 insert_ob_in_ob (tmp, op); 1716 insert_ob_in_ob (tmp, op);
1656 1717
1657 if (special_prayer) 1718 if (special_prayer)
1658 SET_FLAG (tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1677 { 1738 {
1678 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1679 return; 1740 return;
1680 } 1741 }
1681 1742
1682 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));
1683 player_unready_range_ob (op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1684 esrv_remove_spell (op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1685 spob->destroy (); 1746 spob->destroy ();
1686} 1747}
1687 1748
1695{ 1756{
1696 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1697 1758
1698 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1699 { 1760 {
1700 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1761 op->failmsg ("You are unable to read while blind.");
1701 return; 1762 return;
1702 } 1763 }
1703 1764
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1767 * legacy spellbooks
1707 */ 1768 */
1708
1709 if (tmp->slaying != NULL) 1769 if (tmp->slaying)
1710 { 1770 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1712 if (!spell) 1773 if (!spell)
1713 { 1774 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1715 return; 1776 return;
1716 } 1777 }
1717 else 1778 else
1718 insert_ob_in_ob (spell, tmp); 1779 insert_ob_in_ob (spell, tmp);
1780
1719 tmp->slaying = NULL; 1781 tmp->slaying = 0;
1720 } 1782 }
1721 1783
1722 skop = find_skill_by_name (op, tmp->skill); 1784 skop = find_skill_by_name (op, tmp->skill);
1723 1785
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1786 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1787 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1788 if (!skop)
1727 { 1789 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1790 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1729 return; 1791 return;
1730 } 1792 }
1731 1793
1732 spell = tmp->inv; 1794 spell = tmp->inv;
1733 1795
1734 if (!spell) 1796 if (!spell)
1735 { 1797 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1798 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1737 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1800 return;
1739 } 1801 }
1740 1802
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1804 if (skop->level < learn_level)
1742 { 1805 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1806 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1807 &tmp->skill, learn_level));
1744 return; 1808 return;
1745 } 1809 }
1746 1810
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1811 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1748 1812
1749 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1750 {
1751 identify (tmp); 1814 identify (tmp);
1752
1753 if (tmp->env)
1754 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1755 else
1756 op->contr->ns->floorbox_update ();
1757 }
1758 1815
1759 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1760 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1761 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1763 */ 1820 */
1764 if (check_spell_known (op, spell->name)) 1821 if (check_spell_known (op, spell->name))
1765 { 1822 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1767 return; 1824 return;
1768 } 1825 }
1769 1826
1770 if (spell->skill) 1827 if (spell->skill)
1771 { 1828 {
1772 spell_skill = find_skill_by_name (op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1773 1830
1774 if (!spell_skill) 1831 if (!spell_skill)
1775 { 1832 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill); 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1777 return; 1834 return;
1778 } 1835 }
1779 1836
1780 if (spell_skill->level < spell->level) 1837 if (spell_skill->level < spell->level)
1781 { 1838 {
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "You need to be level %d in %s to learn this spell.", spell->level, &spell->skill); 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1783 return; 1840 return;
1784 } 1841 }
1785 } 1842 }
1786 1843
1787 /* Logic as follows 1844 /* Logic as follows
1796 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1797 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1798 */ 1855 */
1799 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1800 { 1857 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1802 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1803 } 1860 }
1804 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1805 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1806 { 1863 {
1807 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1808 new_draw_info (NDI_UNIQUE, 0, op, "You succeed in learning the spell!");
1809 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1810 1866
1811 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1812 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1870 }
1815 else 1871 else
1816 { 1872 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1819 } 1875 }
1820 1876
1821 decrease_ob (tmp); 1877 tmp->decrease ();
1822} 1878}
1823 1879
1824/** 1880/**
1825 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1826 */ 1882 */
1829{ 1885{
1830 object *skop; 1886 object *skop;
1831 1887
1832 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1833 { 1889 {
1834 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1890 op->failmsg ("You are unable to read while blind.");
1835 return; 1891 return;
1836 } 1892 }
1837 1893
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1895 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1897 return;
1842 } 1898 }
1843 1899
1844 if (op->type == PLAYER) 1900 if (op->type == PLAYER)
1845 { 1901 {
1851 */ 1907 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1909
1854 if (!skop) 1910 if (!skop)
1855 { 1911 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1857 return; 1913 return;
1858 } 1914 }
1859 1915
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1862 } 1918 }
1863 1919
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1921 identify (tmp);
1866 1922
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1868
1869 1924
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1926 tmp->decrease ();
1872} 1927}
1873 1928
1874/** 1929/**
1875 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1876 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1877 * chest. 1932 * chest.
1878 */ 1933 */
1879static void 1934static void
1880apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1881{ 1936{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
1889 * treasure 1941 * treasure
1890 */ 1942 */
1891
1892 treas = tmp->inv; 1943 object *treas = tmp->inv;
1893 if (treas == NULL) 1944
1945 if (!treas)
1894 { 1946 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1947 op->statusmsg ("The chest was empty.");
1896 decrease_ob (tmp); 1948 tmp->decrease ();
1897 return; 1949 return;
1898 } 1950 }
1951
1899 while (tmp->inv) 1952 while (tmp->inv)
1900 { 1953 {
1901 treas = tmp->inv; 1954 treas = tmp->inv;
1902
1903 treas->remove (); 1955 treas->remove ();
1904 new_draw_info_format (NDI_UNIQUE, 0, op, "You find %s in the chest.", query_name (treas));
1905 1956
1906 treas->x = op->x; 1957 treas->x = op->x;
1907 treas->y = op->y; 1958 treas->y = op->y;
1908 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1909 1960
1910 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE)) 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1911 spring_trap (treas, op); 1962 spring_trap (treas, op);
1912 1963
1913 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
1914 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
1915 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
1916 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
1917 */ 1968 */
1918 if (op->destroyed () || tmp->destroyed ()) 1969 if (op->destroyed () || tmp->destroyed ())
1919 break; 1970 break;
1920 } 1971 }
1921 1972
1922 if (!tmp->destroyed () && tmp->inv == NULL) 1973 if (!tmp->destroyed () && !tmp->inv)
1923 decrease_ob (tmp); 1974 tmp->decrease (true);
1924
1925}
1926
1927/**
1928 * op eats food.
1929 * If player, takes care of messages and dragon special food.
1930 */
1931static void
1932apply_food (object *op, object *tmp)
1933{
1934 int capacity_remaining;
1935
1936 if (op->type != PLAYER)
1937 op->stats.hp = op->stats.maxhp;
1938 else
1939 {
1940 /* check if this is a dragon (player), eating some flesh */
1941 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1942 ;
1943 else
1944 {
1945 /* usual case - no dragon meal: */
1946 if (op->stats.food + tmp->stats.food > 999)
1947 {
1948 if (tmp->type == FOOD || tmp->type == FLESH)
1949 new_draw_info (NDI_UNIQUE, 0, op, "You feel full, but what a waste of food!");
1950 else
1951 new_draw_info (NDI_UNIQUE, 0, op, "Most of the drink goes down your face not your throat!");
1952 }
1953
1954 if (!QUERY_FLAG (tmp, FLAG_CURSED))
1955 {
1956 char buf[MAX_BUF];
1957
1958 if (!is_dragon_pl (op))
1959 {
1960 /* eating message for normal players */
1961 if (tmp->type == DRINK)
1962 sprintf (buf, "Ahhh...that %s tasted good.", &tmp->name);
1963 else
1964 sprintf (buf, "The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1965 }
1966 else
1967 {
1968 /* eating message for dragon players */
1969 sprintf (buf, "The %s tasted terrible!", &tmp->name);
1970 }
1971
1972 new_draw_info (NDI_UNIQUE, 0, op, buf);
1973 capacity_remaining = 999 - op->stats.food;
1974 op->stats.food += tmp->stats.food;
1975 if (capacity_remaining < tmp->stats.food)
1976 op->stats.hp += capacity_remaining / 50;
1977 else
1978 op->stats.hp += tmp->stats.food / 50;
1979 if (op->stats.hp > op->stats.maxhp)
1980 op->stats.hp = op->stats.maxhp;
1981 if (op->stats.food > 999)
1982 op->stats.food = 999;
1983 }
1984
1985 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp);
1988 }
1989 }
1990 handle_apply_yield (tmp);
1991 decrease_ob (tmp);
1992} 1975}
1993 1976
1994/** 1977/**
1995 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
1996 * there is a chance for the dragon's skin to get improved. 1979 * there is a chance for the dragon's skin to get improved.
1999 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2000 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2001 * return: 1984 * return:
2002 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2003 */ 1986 */
2004int 1987static int
2005dragon_eat_flesh (object *op, object *meal) 1988dragon_eat_flesh (object *op, object *meal)
2006{ 1989{
2007 object *skin = NULL; /* pointer to dragon skin force */ 1990 object *skin = NULL; /* pointer to dragon skin force */
2008 object *abil = NULL; /* pointer to dragon ability force */ 1991 object *abil = NULL; /* pointer to dragon ability force */
2009 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2010 1993
2011 char buf[MAX_BUF]; /* tmp. string buffer */
2012 double chance; /* improvement-chance of one resistance type */ 1994 double chance; /* improvement-chance of one resistance type */
2013 double totalchance = 1; /* total chance of gaining one resistance */ 1995 double totalchance = 1; /* total chance of gaining one resistance */
2014 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */ 1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2015 double mbonus = 0; /* monster bonus */ 1997 double mbonus = 0; /* monster bonus */
2016 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2017 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2018 int i; /* index */ 2000 int i; /* index */
2019 2001
2020 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2022 return 0; 2004 return 0;
2023 2005
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2007 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2009 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2010 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2011 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2012 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2013 abil = tmp;
2035 2014
2036 /* if either skin or ability are missing, this is an old player 2015 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2016 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2017 if (skin == NULL || abil == NULL)
2041 /* now start by filling stomache and health, according to food-value */ 2020 /* now start by filling stomache and health, according to food-value */
2042 if ((999 - op->stats.food) < meal->stats.food) 2021 if ((999 - op->stats.food) < meal->stats.food)
2043 op->stats.hp += (999 - op->stats.food) / 50; 2022 op->stats.hp += (999 - op->stats.food) / 50;
2044 else 2023 else
2045 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2025
2046 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2047 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2048 2028
2049 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2050 2030
2051 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2052 2032
2053 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2054 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2064 2044
2065 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2066 flesh is too rare */ 2046 flesh is too rare */
2067 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2068 2048
2069 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2070 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2071 2051
2072 if (chance >= 0.) 2052 if (chance >= 0.)
2073 chance += 1.; 2053 chance += 1.;
2074 else 2054 else
2075 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2076 2056
2077 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2078 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2079 2059
2080 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2081 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2082 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2083 2063
2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2085 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2086 { 2066 {
2087 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2088 winners++; 2068 winners++;
2089 } 2069 }
2090 2070
2095 } 2075 }
2096 } 2076 }
2097 2077
2098 /* inverse totalchance as until now we have the failure-chance */ 2078 /* inverse totalchance as until now we have the failure-chance */
2099 totalchance = 100 - totalchance * 100; 2079 totalchance = 100 - totalchance * 100;
2080
2100 /* print message according to totalchance */ 2081 /* print message according to totalchance */
2082 const char *buf;
2101 if (totalchance > 50.) 2083 if (totalchance > 50.)
2102 sprintf (buf, "Hmm! The %s tasted delicious!", &meal->name); 2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2103 else if (totalchance > 10.) 2085 else if (totalchance > 10.)
2104 sprintf (buf, "The %s tasted very good.", &meal->name); 2086 buf = format ("The %s tasted very good.", &meal->name);
2105 else if (totalchance > 1.) 2087 else if (totalchance > 1.)
2106 sprintf (buf, "The %s tasted good.", &meal->name); 2088 buf = format ("The %s tasted good.", &meal->name);
2107 else if (totalchance > 0.1) 2089 else if (totalchance > 0.1)
2108 sprintf (buf, "The %s tasted bland.", &meal->name); 2090 buf = format ("The %s tasted bland.", &meal->name);
2109 else if (totalchance >= 0.01) 2091 else if (totalchance >= 0.01)
2110 sprintf (buf, "The %s had a boring taste.", &meal->name); 2092 buf = format ("The %s had a boring taste.", &meal->name);
2111 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat)) 2093 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2112 sprintf (buf, "The %s tasted strange.", &meal->name); 2094 buf = format ("The %s tasted strange.", &meal->name);
2113 else 2095 else
2114 sprintf (buf, "The %s had no taste.", &meal->name); 2096 buf = format ("The %s had no taste.", &meal->name);
2115 new_draw_info (NDI_UNIQUE, 0, op, buf); 2097
2098 op->statusmsg (buf);
2116 2099
2117 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2118 i = -1; 2101 i = -1;
2119 if (winners > 0) 2102 if (winners > 0)
2120 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2121 2104
2122 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2123 { 2106 {
2124 /* resistance increased! */ 2107 /* resistance increased! */
2125 skin->resist[i]++; 2108 skin->resist[i]++;
2126 op->update_stats (); 2109 op->update_stats ();
2127 2110
2128 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2111 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2129 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2130 } 2112 }
2131 2113
2132 /* if this flesh contains a new ability focus, we mark it 2114 /* if this flesh contains a new ability focus, we mark it
2133 into the ability_force and it will take effect on next level */ 2115 into the ability_force and it will take effect on next level */
2134 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat) 2116 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2135 { 2117 {
2136 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2118 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2137 2119
2138 if (meal->last_eat != abil->stats.exp) 2120 if (meal->last_eat != abil->stats.exp)
2121 op->statusmsg (format (
2122 "Your metabolism prepares to focus on %s!\n"
2123 "The change will happen at level %d.",
2124 change_resist_msg[meal->last_eat],
2125 abil->level + 1
2139 { 2126 ));
2140 sprintf (buf, "Your metabolism prepares to focus on %s!", change_resist_msg[meal->last_eat]);
2141 new_draw_info (NDI_UNIQUE, 0, op, buf);
2142 sprintf (buf, "The change will happen at level %d", abil->level + 1);
2143 new_draw_info (NDI_UNIQUE, 0, op, buf);
2144 }
2145 else 2127 else
2146 { 2128 {
2147 sprintf (buf, "Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]); 2129 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2148 new_draw_info (NDI_UNIQUE, 0, op, buf);
2149 abil->last_eat = 0; 2130 abil->last_eat = 0;
2150 } 2131 }
2151 } 2132 }
2133
2152 return 1; 2134 return 1;
2135}
2136
2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2207 }
2208
2209 handle_apply_yield (tmp);
2210 tmp->decrease ();
2153} 2211}
2154 2212
2155/** 2213/**
2156 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2157 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2159static void 2217static void
2160apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2161{ 2219{
2162 object *armor; 2220 object *armor;
2163 2221
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2223 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2167 return; 2225 return;
2168 } 2226 }
2169 2227
2170 armor = find_marked_object (op); 2228 armor = find_marked_object (op);
2171 2229
2172 if (!armor) 2230 if (!armor)
2173 { 2231 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2233 return;
2176 } 2234 }
2177 2235
2178 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2237 && armor->type != CLOAK
2180 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2181 { 2239 {
2182 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2183 return; 2241 return;
2184 } 2242 }
2185 2243
2186 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2187 improve_armour (op, tmp, armor); 2245 improve_armour (op, tmp, armor);
2188} 2246}
2189 2247
2190extern void 2248void
2191apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2192{ 2250{
2251 // need to do it now when it is still on the map
2252 handle_apply_yield (tmp);
2253
2254 object *poison = tmp->split (1);
2255
2193 if (op->type == PLAYER) 2256 if (op->type == PLAYER)
2194 { 2257 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2258 op->contr->play_sound (sound_find ("drink_poison"));
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2259 op->failmsg ("Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2260 op->contr->killer = poison;
2198 } 2261 }
2262
2199 if (tmp->stats.hp > 0) 2263 if (poison->stats.hp > 0)
2200 { 2264 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2265 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2203 } 2267 }
2268
2204 op->stats.food -= op->stats.food / 4; 2269 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2270 poison->destroy ();
2206 decrease_ob (tmp);
2207} 2271}
2208 2272
2209/** 2273/**
2210 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2211 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2216 * 2280 *
2217 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2218 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2219 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2220 */ 2284 */
2221int 2285static int
2222is_legal_2ways_exit (object *op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2223{ 2287{
2224 if (exit->stats.exp != 1) 2288 if (exit->stats.exp != 1)
2225 return 1; /*This is not a 2 way, so it is legal */ 2289 return 1; /*This is not a 2 way, so it is legal */
2226 2290
2227#if 0 //TODO 2291#if 0 //TODO
2228 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2229 return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2230#endif 2294#endif
2295
2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2231 2297
2232 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map); 2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2233 2299
2234 if (exitmap) 2300 if (exitmap)
2235 { 2301 {
2292 } 2358 }
2293 2359
2294 return 0; 2360 return 0;
2295} 2361}
2296 2362
2363/**
2364 * This function will try to apply a lighter and in case no lighter
2365 * is specified it will try to find a lighter in the players inventory,
2366 * and inform him about this requirement.
2367 *
2368 * who - the player
2369 * op - the item we want to light
2370 * lighter - the lighter or 0 if a lighter has yet to be found
2371 */
2372static object *
2373auto_apply_lighter (object *who, object *op, object *lighter)
2374{
2375 if (lighter == 0)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 {
2379 if (tmp->type == LIGHTER)
2380 {
2381 lighter = tmp;
2382 break;
2383 }
2384 }
2385
2386 if (!lighter)
2387 {
2388 who->failmsg (format (
2389 "You can't light up the %s with your bare hands! "
2390 "H<You need a lighter in your inventory, for example a flint and steel.>",
2391 &op->name));
2392 return 0;
2393 }
2394 }
2395
2396 // last_eat == 0 means the lighter is not being used up!
2397 if (lighter->last_eat && lighter->stats.food)
2398 {
2399 /* lighter gets used up */
2400 lighter = lighter->split ();
2401 lighter->stats.food--;
2402 who->insert (lighter);
2403 }
2404 else if (lighter->last_eat)
2405 {
2406 /* no charges left in lighter */
2407 who->failmsg (format (
2408 "You attempt to light the %s with a used up %s.",
2409 &op->name, &lighter->name));
2410 return 0;
2411 }
2412
2413 return lighter;
2414}
2415
2416/**
2417 * Designed primarily to light torches/lanterns/etc.
2418 * Also burns up burnable material too. First object in the inventory is
2419 * the selected object to "burn". -b.t.
2420 */
2421static void
2422apply_lighter (object *who, object *lighter)
2423{
2424 object *item;
2425 int is_player_env = 0;
2426
2427 item = find_marked_object (who);
2428 if (item)
2429 {
2430 if (!auto_apply_lighter (who, item, lighter))
2431 return;
2432
2433 /* Perhaps we should split what we are trying to light on fire?
2434 * I can't see many times when you would want to light multiple
2435 * objects at once.
2436 */
2437
2438 save_throw_object (item, AT_FIRE, who);
2439
2440 if (item->destroyed ()
2441 || ((item->type == LAMP || item->type == TORCH)
2442 && item->glow_radius > 0))
2443 who->statusmsg (format (
2444 "You light the %s with the %s.",
2445 &item->name, &lighter->name));
2446 else
2447 who->failmsg (format (
2448 "You attempt to light the %s with the %s and fail.",
2449 &item->name, &lighter->name));
2450 }
2451 else
2452 who->failmsg ("You need to mark a lightable object.");
2453}
2454
2455/**
2456 * This function generates a cursed effect for cursed lamps and torches.
2457 */
2458static void
2459player_apply_lamp_cursed_effect (object *who, object *op)
2460{
2461 if (op->level)
2462 {
2463 who->failmsg (format (
2464 "The %s was cursed, it explodes in a big fireball!",
2465 &op->name));
2466 create_exploding_ball_at (who, op->level);
2467 }
2468 else
2469 {
2470 who->failmsg (format (
2471 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472 &op->name));
2473 }
2474
2475 op->destroy ();
2476}
2477
2478/**
2479 * Apply for players and lamps
2480 *
2481 * who - the player
2482 * op - the lamp
2483 */
2484static void
2485player_apply_lamp (object *who, object *op)
2486{
2487 bool switch_on = op->glow_radius ? false : true;
2488
2489 if (switch_on)
2490 {
2491 object *lighter = 0;
2492
2493 if (op->flag [FLAG_IS_LIGHTABLE]
2494 && !(lighter = auto_apply_lighter (who, op, 0)))
2495 return;
2496
2497 if (op->stats.food < 1)
2498 {
2499 if (op->type == LAMP)
2500 who->failmsg (format (
2501 "The %s is out of fuel! "
2502 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503 &op->name));
2504 else
2505 who->failmsg (format (
2506 "The %s is burnt out! "
2507 "H<Torches and similar items burn out and become worthless.>",
2508 &op->name));
2509 return;
2510 }
2511
2512 if (op->flag [FLAG_CURSED])
2513 {
2514 player_apply_lamp_cursed_effect (who, op);
2515 return;
2516 }
2517
2518 if (lighter)
2519 who->statusmsg (format (
2520 "You light up the %s with the %s.", &op->name, &lighter->name));
2521 else
2522 who->statusmsg (format ("You light up the %s.", &op->name));
2523 }
2524 else
2525 {
2526 if (op->flag [FLAG_CURSED])
2527 {
2528 player_apply_lamp_cursed_effect (who, op);
2529 return;
2530 }
2531
2532 if (op->type == TORCH)
2533 {
2534 if (!op->flag [FLAG_IS_LIGHTABLE])
2535 {
2536 who->statusmsg (format (
2537 "You put out the %s. "
2538 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539 &op->name, &op->name));
2540 }
2541 else
2542 who->statusmsg (format (
2543 "You put out the %s."
2544 "H<Torches wear out if you put them out.>",
2545 &op->name));
2546 }
2547 else
2548 who->statusmsg (format ("You turn off the %s.", &op->name));
2549 }
2550
2551 apply_lamp (op, switch_on);
2552}
2553
2554void get_animation_from_arch (object *op, arch_ptr a)
2555{
2556 op->animation_id = a->animation_id;
2557 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559 op->anim_speed = a->anim_speed;
2560 op->last_anim = 0;
2561 op->state = 0;
2562 op->face = a->face;
2563
2564 if (NUM_ANIMATIONS(op) > 1)
2565 {
2566 SET_ANIMATION(op, 0);
2567 animate_object (op, op->direction);
2568 }
2569 else
2570 update_object (op, UP_OBJ_FACE);
2571}
2572
2573/**
2574 * Apply for LAMPs and TORCHes.
2575 *
2576 * op - the lamp
2577 * switch_on - a flag which says whether the lamp should be switched on or off
2578 */
2579void apply_lamp (object *op, bool switch_on)
2580{
2581 op->set_glow_radius (switch_on ? op->range : 0);
2582 op->set_speed (switch_on ? op->arch->speed : 0);
2583
2584 // torches wear out if you put them out
2585 if (op->type == TORCH && !switch_on)
2586 {
2587 if (op->flag [FLAG_IS_LIGHTABLE])
2588 {
2589 op->stats.food -= (double) op->arch->stats.food / 15;
2590 if (op->stats.food < 0)
2591 op->stats.food = 0;
2592 }
2593 else
2594 op->stats.food = 0;
2595 }
2596
2597 // lamps and torched get worthless when used up
2598 if (op->stats.food <= 0)
2599 op->value = 0;
2600
2601 // FIXME: This is a hack to make the more sane torches and lamps
2602 // still animated ;-/
2603 if (op->other_arch)
2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605
2606 if (object *pl = op->visible_to ())
2607 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608}
2609
2610/**
2611 * This handles items of type 'transformer'.
2612 * Basically those items, used with a marked item, transform both items into something
2613 * else.
2614 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615 * Change information is contained in the 'slaying' field of the marked item.
2616 * The format is as follow: transformer:[number ]yield[;transformer:...].
2617 * This way an item can be transformed in many things, and/or many objects.
2618 * The 'slaying' field for transformer is used as verb for the action.
2619 */
2620static void
2621apply_item_transformer (object *pl, object *transformer)
2622{
2623 object *marked;
2624 object *new_item;
2625 const char *find;
2626 char *separator;
2627 int yield;
2628 char got[MAX_BUF];
2629 int len;
2630
2631 if (!pl || !transformer)
2632 return;
2633
2634 marked = find_marked_object (pl);
2635
2636 if (!marked)
2637 {
2638 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639 return;
2640 }
2641
2642 if (!marked->slaying)
2643 {
2644 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645 return;
2646 }
2647
2648 /* check whether they are compatible or not */
2649 find = strstr (&marked->slaying, transformer->arch->archname);
2650 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651 {
2652 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653 return;
2654 }
2655
2656 find += strlen (transformer->arch->archname) + 1;
2657 /* Item can be used, now find how many and what it yields */
2658 if (isdigit (*(find)))
2659 {
2660 yield = atoi (find);
2661 if (yield < 1)
2662 {
2663 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664 yield = 1;
2665 }
2666 }
2667 else
2668 yield = 1;
2669
2670 while (isdigit (*find))
2671 find++;
2672
2673 while (*find == ' ')
2674 find++;
2675
2676 memset (got, 0, MAX_BUF);
2677
2678 if ((separator = strchr (find, ';')))
2679 len = separator - find;
2680 else
2681 len = strlen (find);
2682
2683 min_it (len, MAX_BUF - 1);
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2297 2709
2298/** 2710/**
2299 * Main apply handler. 2711 * Main apply handler.
2300 * 2712 *
2301 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2303 * Return value: 2715 * Return value:
2304 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2305 * 1: has been applied, or there was an error applying the object 2717 * 1: has been applied, or there was an error applying the object
2306 * 2: objects of that type can't be applied if not in inventory 2718 * 2: objects of that type can't be applied if not in inventory
2307 * 2719 *
2308 * op is the object that is causing object to be applied, tmp is the object 2720 * who is the object that is causing object to be applied, op is the object
2309 * being applied. 2721 * being applied.
2310 * 2722 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2313 */ 2725 */
2314
2315int 2726int
2316manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2317{ 2728{
2318 if (tmp->head) 2729 op = op->head_ ();
2319 tmp = tmp->head;
2320 2730
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2322 { 2732 {
2323 if (op->type == PLAYER) 2733 if (who->type == PLAYER)
2324 { 2734 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2326 return 1; 2737 return 1;
2327 } 2738 }
2328 else 2739 else
2329 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2330 } 2741 }
2331 2742
2332 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2333 return RESULT_INT (0); 2744 return RESULT_INT (0);
2334 2745
2335 switch (tmp->type) 2746 switch (op->type)
2336 { 2747 {
2337 case CF_HANDLE: 2748 case T_HANDLE:
2338 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2749 who->play_sound (sound_find ("turn_handle"));
2339 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2750 who->statusmsg ("You turn the handle.");
2340 tmp->value = tmp->value ? 0 : 1; 2751 op->value = op->value ? 0 : 1;
2341 SET_ANIMATION (tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2342 update_object (tmp, UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2343 push_button (tmp); 2754 push_button (op, who);
2344 return 1; 2755 return 1;
2345 2756
2346 case TRIGGER: 2757 case TRIGGER:
2347 if (check_trigger (tmp, op)) 2758 if (check_trigger (op, who, who))
2348 { 2759 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2760 who->statusmsg ("You turn the handle.");
2350 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2761 who->play_sound (sound_find ("turn_handle"));
2351 } 2762 }
2352 else 2763 else
2353 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2764 who->failmsg ("The handle doesn't move.");
2354 2765
2355 return 1; 2766 return 1;
2356 2767
2357 case EXIT: 2768 case EXIT:
2358 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2359 return 0; 2770 return 0;
2360 2771
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2362 { 2773 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2774 else
2366 { 2775 {
2367 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2778 who->statusmsg (op->msg, NDI_NAVY);
2370 2779
2371 op->enter_exit (tmp); 2780 who->enter_exit (op);
2372 } 2781 }
2782
2373 return 1; 2783 return 1;
2374 2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2375 case SIGN: 2790 case SIGN:
2376 apply_sign (op, tmp, 0); 2791 apply_sign (who, op, 0);
2377 return 1; 2792 return 1;
2378 2793
2379 case BOOK: 2794 case BOOK:
2380 if (op->type == PLAYER) 2795 if (who->type == PLAYER)
2381 { 2796 {
2382 apply_book (op, tmp); 2797 apply_book (who, op);
2383 return 1;
2384 }
2385 else
2386 {
2387 return 0;
2388 }
2389
2390 case SKILLSCROLL:
2391 if (op->type == PLAYER)
2392 {
2393 apply_skillscroll (op, tmp);
2394 return 1;
2395 }
2396 return 0;
2397
2398 case SPELLBOOK:
2399 if (op->type == PLAYER)
2400 {
2401 apply_spellbook (op, tmp);
2402 return 1;
2403 }
2404 return 0;
2405
2406 case SCROLL:
2407 apply_scroll (op, tmp, 0);
2408 return 1;
2409
2410 case POTION:
2411 (void) apply_potion (op, tmp);
2412 return 1;
2413
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2416 case CLOSE_CON:
2417 apply_container (op, tmp->env);
2418 return 1;
2419
2420 case CONTAINER:
2421 apply_container (op, tmp);
2422 return 1;
2423
2424 case TREASURE:
2425 if (op->type == PLAYER)
2426 {
2427 apply_treasure (op, tmp);
2428 return 1; 2798 return 1;
2429 } 2799 }
2430 else 2800 else
2431 return 0; 2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2805 {
2806 apply_skillscroll (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2816 return 1;
2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2843 return 1;
2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2432 2852
2433 case WEAPON: 2853 case WEAPON:
2434 case ARMOUR: 2854 case ARMOUR:
2435 case BOOTS: 2855 case BOOTS:
2436 case GLOVES: 2856 case GLOVES:
2444 case WAND: 2864 case WAND:
2445 case ROD: 2865 case ROD:
2446 case HORN: 2866 case HORN:
2447 case SKILL: 2867 case SKILL:
2448 case BOW: 2868 case BOW:
2449 case LAMP:
2450 case BUILDER: 2869 case BUILDER:
2451 case SKILL_TOOL: 2870 case SKILL_TOOL:
2452 if (tmp->env != op) 2871 if (op->env != who)
2453 return 2; /* not in inventory */ 2872 return 2; /* not in inventory */
2873
2454 (void) apply_special (op, tmp, aflag); 2874 apply_special (who, op, aflag);
2455 return 1; 2875 return 1;
2456 2876
2457 case DRINK: 2877 case DRINK:
2458 case FOOD: 2878 case FOOD:
2459 case FLESH: 2879 case FLESH:
2460 apply_food (op, tmp); 2880 apply_food (who, op);
2461 return 1; 2881 return 1;
2462 2882
2463 case POISON: 2883 case POISON:
2464 apply_poison (op, tmp); 2884 apply_poison (who, op);
2465 return 1; 2885 return 1;
2466 2886
2467 case SAVEBED: 2887 case SAVEBED:
2468 return 1; 2888 return 1;
2469 2889
2470 case ARMOUR_IMPROVER: 2890 case ARMOUR_IMPROVER:
2471 if (op->type == PLAYER) 2891 if (who->type == PLAYER)
2472 { 2892 {
2473 apply_armour_improver (op, tmp); 2893 apply_armour_improver (who, op);
2474 return 1; 2894 return 1;
2475 } 2895 }
2476 else 2896 else
2477 return 0; 2897 return 0;
2478 2898
2479 case WEAPON_IMPROVER: 2899 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2900 check_improve_weapon (who, op);
2481 return 1; 2901 return 1;
2482 2902
2483 case CLOCK: 2903 case CLOCK:
2484 if (op->type == PLAYER) 2904 if (who->type == PLAYER)
2485 { 2905 {
2486 char buf[MAX_BUF]; 2906 char buf[MAX_BUF];
2487 timeofday_t tod; 2907 timeofday_t tod;
2488 2908
2489 get_tod (&tod); 2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2490 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2912 "It is %d minute%s past %d o'clock %s",
2491 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2492 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2915 ));
2494 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2916 return 1;
2496 } 2917 }
2497 else 2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2498 { 2923 {
2499 return 0;
2500 }
2501
2502 case MENU:
2503 if (op->type == PLAYER)
2504 {
2505 shop_listing (tmp, op); 2924 shop_listing (op, who);
2506 return 1; 2925 return 1;
2507 } 2926 }
2508 else 2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2509 { 2936 {
2510 return 0;
2511 }
2512
2513 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1;
2516
2517 case LIGHTER: /* for lighting torches/lanterns/etc */
2518 if (op->type == PLAYER)
2519 {
2520 apply_lighter (op, tmp); 2937 apply_lighter (who, op);
2521 return 1; 2938 return 1;
2522 } 2939 }
2523 else 2940 else
2524 {
2525 return 0; 2941 return 0;
2526 }
2527 2942
2528 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2944 apply_item_transformer (who, op);
2530 return 1; 2945 return 1;
2531 2946
2532 default: 2947 default:
2533 return 0; 2948 return 0;
2534 } 2949 }
2535} 2950}
2536
2537 2951
2538/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2539 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2540 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2541 * 2955 *
2542 * Same return value as apply() function. 2956 * Same return value as apply() function.
2543 */ 2957 */
2544int 2958int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2960{
2547 int tmp;
2548
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2550 { 2962 {
2551 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2965 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2555 return 0; 2969 return 0;
2556 } 2970 }
2557 } 2971 }
2558 2972
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 }
2570
2571 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2572 2974
2573 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2574 if (!quiet) 2977 if (!quiet)
2575 { 2978 {
2576 if (tmp == 0) 2979 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2578 else if (tmp == 2) 2981 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2982 pl->failmsg ("You must get it first!\n");
2580 } 2983 }
2984
2581 return tmp; 2985 return tmp;
2582} 2986}
2583 2987
2584/** 2988/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2586 * If the player has an open container, we use that for below, otherwise 2990 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2991 * we use the ground.
2588 */ 2992 */
2589
2590void 2993void
2591player_apply_below (object *pl) 2994player_apply_below (object *pl)
2592{ 2995{
2593 int floors = 0; 2996 int floors = 0;
2594 2997
2598 * we don't use a corrupt pointer for the next object, so we get the 3001 * we don't use a corrupt pointer for the next object, so we get the
2599 * next object in the stack before applying. This is can only be a 3002 * next object in the stack before applying. This is can only be a
2600 * problem if player_apply() has a bug in that it uses the object but does 3003 * problem if player_apply() has a bug in that it uses the object but does
2601 * not return a proper value. 3004 * not return a proper value.
2602 */ 3005 */
2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2604 { 3007 {
2605 next = tmp->below; 3008 next = tmp->below;
2606 3009
2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2608 floors++; 3011 floors++;
2613 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2614 * so that at least one of players movement types be that which 3017 * so that at least one of players movement types be that which
2615 * the item needs. 3018 * the item needs.
2616 */ 3019 */
2617 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2618 {
2619 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2620 return; 3022 return;
2621 } 3023
2622 if (floors >= 2) 3024 if (floors >= 2)
2623 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2624 } 3026 }
2625} 3027}
2626 3028
2631 * to keep the size of apply_special to a more managable size. 3033 * to keep the size of apply_special to a more managable size.
2632 */ 3034 */
2633static int 3035static int
2634unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2635{ 3037{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 3040 return RESULT_INT (0);
2638 3041
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
2642 3043
2643 switch (op->type) 3044 switch (op->type)
2644 { 3045 {
3046 case SKILL_TOOL:
3047 // unapplying a skill tool should also unapply the skill it governs
3048 // but this is hard, as it shouldn't do so when the skill can
3049 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051 if (tmp->skill == op->skill
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0);
3056
3057 change_abil (who, op);
3058 break;
3059
2645 case WEAPON: 3060 case WEAPON:
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 3061 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
3066 }
2647 3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
2648 (void) change_abil (who, op); 3070 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 3072 break;
2653 3073
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 3074 case SKILL:
2656 if (op != who->chosen_skill) 3075 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 { 3076 {
2661 if (who->contr->ranged_ob == op) 3077 if (IS_COMBAT_SKILL (op->subtype))
2662 { 3078 who->change_weapon (who->contr->combat_ob = 0);
2663 who->contr->ranged_skill = 0; 3079 else if (IS_RANGED_SKILL (op->subtype))
2664 who->contr->ranged_ob = 0; 3080 who->change_weapon (who->contr->ranged_ob = 0);
2665 }
2666 3081
2667 if (!op->invisible) 3082 if (op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2669 else 3084 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2671 } 3086 }
2672 3087
2673 change_abil (who, op); 3088 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 3090 break;
2677 3091
2678 case ARMOUR: 3092 case ARMOUR:
2679 case HELMET: 3093 case HELMET:
2683 case GLOVES: 3097 case GLOVES:
2684 case AMULET: 3098 case AMULET:
2685 case GIRDLE: 3099 case GIRDLE:
2686 case BRACERS: 3100 case BRACERS:
2687 case CLOAK: 3101 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
2689 (void) change_abil (who, op); 3103 change_abil (who, op);
2690 break;
2691 case LAMP:
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2693 tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x;
2695 tmp2->y = op->y;
2696 tmp2->map = op->map;
2697 tmp2->below = op->below;
2698 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704
2705 if (who->type == PLAYER)
2706 esrv_del_item (who->contr, op->count);
2707
2708 op->destroy ();
2709 insert_ob_in_ob (tmp2, who);
2710 who->update_stats ();
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 {
2713 if (who->type == PLAYER)
2714 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 }
2718 }
2719 if (who->type == PLAYER)
2720 esrv_send_item (who, tmp2);
2721 return 1; /* otherwise, an attempt to drop causes problems */
2722 break; 3104 break;
2723 3105
2724 case BOW: 3106 case BOW:
2725 case WAND: 3107 case WAND:
2726 case ROD: 3108 case ROD:
2727 case HORN: 3109 case HORN:
2728 clear_skill (who); 3110 if (player *pl = who->contr)
2729 if (who->type == PLAYER)
2730 { 3111 {
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
2732 3117
2733 who->contr->ranged_skill = 0; 3118 who->statusmsg (format ("You unready %s.", query_name (op)));
2734 who->contr->ranged_ob = 0;
2735 } 3119 }
2736 else 3120 else
2737 { 3121 {
3122 who->change_skill (0);
3123
2738 if (op->type == BOW) 3124 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 3125 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 3126 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 3128 }
2743 3129
2744 break; 3130 break;
2745 3131
2746 case BUILDER: 3132 case BUILDER:
2747 if (who->type == PLAYER) 3133 if (who->contr)
2748 { 3134 who->statusmsg (format ("You unready %s.", query_name (op)));
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 3135 break;
2755 3136
2756 default: 3137 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2758 break; 3139 break;
2759 } 3140 }
2760 3141
3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143 if (object *pl = op->visible_to ())
3144 esrv_send_item (pl, op);
3145
2761 who->update_stats (); 3146 who->update_stats ();
2762 3147
2763 if (!(aflags & AP_NO_MERGE))
2764 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL);
2768 if (who->type == PLAYER)
2769 {
2770 if (tmp)
2771 { /* it was merged */
2772 esrv_del_item (who->contr, op->count);
2773 op = tmp;
2774 }
2775
2776 esrv_send_item (who, op);
2777 }
2778 }
2779 return 0; 3148 return 0;
2780} 3149}
2781 3150
2782/** 3151/**
2783 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2785 * then go through the below of this. In this way, you can do 3154 * then go through the below of this. In this way, you can do
2786 * something like: 3155 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 3160 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 3162 * invisible other objects that use
2794 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
2795 */ 3164 */
2796object * 3165static object *
2797get_item_from_body_location (object *start, int loc) 3166get_next_item_from_body_location (int loc, object *start)
2798{ 3167{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 3172 return tmp;
2807 3173
2808 return NULL; 3174 return 0;
2809} 3175}
2810
2811
2812 3176
2813/** 3177/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 3178 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 3179 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 3184 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 3185 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 3186 * another function that does just that.
2823 */ 3187 */
2824int 3188
3189#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>"
3193
3194static int
2825unapply_for_ob (object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2826{ 3196{
2827 int i; 3197 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 3200 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 3201 {
2841 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3203 who->failmsg (query_name (tmp));
2843 else 3204 else
2844 unapply_special (who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
2845 } 3206 }
2846 else 3207 else
2847 { 3208 {
2848 /* In this case, we want to try and remove a cursed item. 3209 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 3210 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 3211 * at least generate the message.
2851 */ 3212 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2853 return 1; 3214 return 1;
2854 }
2855
2856 } 3215 }
2857 }
2858 }
2859 3216
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 3218 {
2862 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 3220 if (op->slot[i].info)
2864 { 3221 {
2865 last = who->inv; 3222 object *last = who->inv;
2866 3223
2867 /* We do a while loop - may need to remove several items in order 3224 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 3225 * to free up enough slots.
2869 */ 3226 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 3228 {
2872 tmp = get_item_from_body_location (last, i); 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
2873 if (!tmp) 3231 if (!tmp)
2874 { 3232 {
2875#if 0 3233#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 3234 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 3235 * equipped.
2878 */ 3236 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 3238#endif
2881 return 1; 3239 return 1;
2882 } 3240 }
3241
2883 /* If we are just printing, we don't care about cursed status */ 3242 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 3244 {
2886 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 3246 who->failmsg (query_name (tmp));
2888 else 3247 else
2889 unapply_special (who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
2890 } 3249 }
2891 else 3250 else
2892 { 3251 {
2893 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 3253 * Note this could be annoying if this is just one of a few,
2895 * so it may not be critical (eg, putting on a ring and you have 3254 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 3255 * one cursed ring.)
2897 */ 3256 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2899 } 3258 }
3259
2900 last = tmp->below; 3260 last = tmp->below;
2901 } 3261 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
2904 */ 3264 */
2905 } /* if op is using this body location */ 3265 } /* if op is using this body location */
2906 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
2907 return 0; 3268 return 0;
2908} 3269}
2909 3270
2910/** 3271/**
2911 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3276 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 3277 * is set, do we really care what the other flags may be?)
2917 * 3278 *
2918 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
2919 * these return values. 3280 * these return values.
2920 */ 3281 */
2921int 3282int
2922can_apply_object (object *who, object *op) 3283can_apply_object (object *who, object *op)
2923{ 3284{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 3286 return RESULT_INT (0);
2926 3287
2927 int i, retval = 0; 3288 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 3289 object *tmp = 0, *ws = 0;
2929 3290
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 3292 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 3293 if (op->slot[i].info)
2938 { 3294 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 3295 /* Item uses more slots than we have */
3296 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 3297 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 3299 * really needed.
2956 */ 3300 */
2957 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
2958 } 3302 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 3303 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 3304 {
2961 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
2962 * we have. 3306 * we have.
2963 */ 3307 */
2964 object *tmp1;
2965
2966 3308
2967 /* if we have an applied weapon/shield, and unapply it would free 3309 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 3311 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
2973 * may be two handed for example. 3315 * may be two handed for example.
2974 */ 3316 */
2975 if (ws) 3317 if (ws)
2976 { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 3319 {
2979 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 3321 continue;
2981 } 3322 }
2982 }
2983 3323
2984 tmp1 = get_item_from_body_location (who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 3325 if (!tmp1)
2986 { 3326 {
2987#if 0 3327#if 0
2988 /* This is sort of an error, but happens a lot when old players 3328 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
2999 * to apply multiple objects 3339 * to apply multiple objects
3000 */ 3340 */
3001 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3002 if (!tmp) 3343 if (!tmp)
3003 tmp = tmp1; 3344 tmp = tmp1;
3004 else if (tmp != tmp1) 3345 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 3347
3008 /* This object isn't using up all the slots, so there must 3348 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 3349 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3011 */ 3351 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3353 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3355
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3017 */ 3358 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3359 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3361 }
3022 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3025 3365
3038 3378
3039 if (who->type != PLAYER) 3379 if (who->type != PLAYER)
3040 { 3380 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3386
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3049 } 3392 }
3050 3393
3051 return retval; 3394 return retval;
3066 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3067 * 3410 *
3068 * Optional flags: 3411 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3412 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3413 * AP_IGNORE_CURSE: unapply cursed items
3414 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3415 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3417 *
3074 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3075 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3076int 3424int
3077apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3078{ 3426{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3429
3083 if (who == NULL) 3430 if (who == NULL)
3084 { 3431 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3433 return 1;
3096 if (basic_flag == AP_APPLY) 3443 if (basic_flag == AP_APPLY)
3097 return 0; 3444 return 0;
3098 3445
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3447 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3102 return 1; 3449 return 1;
3103 } 3450 }
3451
3104 return unapply_special (who, op, aflags); 3452 return unapply_special (who, op, aflags);
3105 } 3453 }
3106
3107 if (basic_flag == AP_UNAPPLY) 3454 else if (basic_flag == AP_UNAPPLY)
3108 return 0; 3455 return 0;
3109 3456
3110 i = can_apply_object (who, op); 3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3464 }
3465
3466 splay (op);
3111 3467
3112 /* Can't just apply this object. Lets see what not and what to do */ 3468 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3469 if (int i = can_apply_object (who, op))
3114 { 3470 {
3115 if (i & CAN_APPLY_NEVER) 3471 if (i & CAN_APPLY_NEVER)
3116 { 3472 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3118 return 1; 3474 return 1;
3119 } 3475 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3476 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3477 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3478 who->failmsg (format (
3479 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op)
3482 ));
3123 return 1; 3483 return 1;
3124 } 3484 }
3485
3125 if (who->type != PLAYER) 3486 if (who->type != PLAYER)
3126 { 3487 {
3127 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3489 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3490 return 1;
3130 } 3491 }
3131 else 3492 else
3132 { 3493 {
3133 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3494 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3134 { 3495 {
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3498 return 1;
3138 } 3499 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3500 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3502 return 1;
3144 }
3145 } 3503 }
3146 } 3504 }
3147 3505
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3507 {
3150 skop = find_skill_by_name (who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3509
3151 if (!skop) 3510 if (!skop)
3152 { 3511 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3154 return 1; 3513 return 1;
3155 } 3514 }
3156 else 3515 else
3157 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3159 */ 3518 */
3160 change_skill (who, skop, 0); 3519 who->change_skill (skop);
3161 }
3162
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3164 { 3520 }
3165 new_draw_info (NDI_UNIQUE, 0, who, 3521
3522 if (!check_item_power (who, op->item_power))
3523 {
3166 "Equipping that combined with other items would consume your soul! " 3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3167 "[use the skills command to check your available item power]");
3168 return 1; 3525 return 1;
3169 } 3526 }
3170
3171 3527
3172 /* Ok. We are now at the state where we can apply the new object. 3528 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3175 */ 3531 */
3176 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3177 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1);
3179 else
3180 tmp = NULL;
3181 3533
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3535 return RESULT_INT (0);
3184 3536
3185 switch (op->type) 3537 switch (op->type)
3186 { 3538 {
3187 case WEAPON: 3539 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat))
3189 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3192 if (tmp != NULL)
3193 (void) insert_ob_in_ob (tmp, who);
3194 return 1;
3195 }
3196
3197 //TODO: this obviously fails for players using a shiorter prefix 3540 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3541 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3542 if (op->level && !op->name.starts_with (who->name))
3200 { 3543 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3544 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3204 3547
3205 if (tmp) 3548 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3549 insert_ob_in_ob (tmp, who);
3207 3550
3208 return 1; 3551 return 1;
3209 } 3552 }
3210 3553
3554 if (!skop)
3555 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3557 return 1;
3558 }
3559
3211 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3561 who->change_skill (skop);
3215 3562
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3563 if (who->contr)
3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220
3221 change_abil (who, op); 3569 change_abil (who, op);
3222 break; 3570 break;
3223 3571
3224 case ARMOUR: 3572 case ARMOUR:
3225 case HELMET: 3573 case HELMET:
3230 case BRACERS: 3578 case BRACERS:
3231 case CLOAK: 3579 case CLOAK:
3232 case RING: 3580 case RING:
3233 case AMULET: 3581 case AMULET:
3234 SET_FLAG (op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3236 change_abil (who, op); 3584 change_abil (who, op);
3237 break; 3585 break;
3238 3586
3239 case LAMP: 3587 case SKILL_TOOL:
3240 if (op->stats.food < 1) 3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3241 { 3592 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3593 skop = find_skill_by_name (who, op->skill);
3243 return 1; 3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3244 } 3596 }
3597 break;
3245 3598
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3599 case SKILL:
3247 tmp2 = arch_to_object (op->other_arch); 3600 if (player *pl = who->contr)
3248 tmp2->stats.food = op->stats.food;
3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3254 insert_ob_in_ob (tmp2, who);
3255
3256 /* Remove the old lantern */
3257 if (who->type == PLAYER)
3258 esrv_del_item (who->contr, op->count);
3259
3260 op->destroy ();
3261
3262 /* insert the portion that was split off */
3263 if (tmp)
3264 { 3601 {
3265 insert_ob_in_ob (tmp, who); 3602 if (IS_COMBAT_SKILL (op->subtype))
3266 if (who->type == PLAYER)
3267 esrv_send_item (who, tmp);
3268 }
3269
3270 who->update_stats ();
3271
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER)
3275 { 3603 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3278 } 3627 }
3279 } 3628 else if (IS_RANGED_SKILL (op->subtype))
3280
3281 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2);
3283
3284 return 0;
3285
3286 /* this part is needed for skill-tools */
3287 case SKILL:
3288 case SKILL_TOOL:
3289 if (who->chosen_skill)
3290 { 3629 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3292 return 1; 3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3293 } 3650 }
3294
3295 if (who->type == PLAYER)
3296 {
3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299 3651
3300 if (!op->invisible) 3652 if (!op->invisible)
3301 { 3653 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3654 who->statusmsg (format (
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3304 } 3660 }
3305 else 3661 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3307 } 3663 }
3308 3664 else
3665 {
3309 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3667 change_abil (who, op);
3311 who->chosen_skill = op; 3668 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3313 break; 3672 break;
3314 3673
3315 case BOW: 3674 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3675 if (op->level && !op->name.starts_with (who->name))
3317 { 3676 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3677 who->failmsg ("The weapon does not recognize you as its owner. "
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3678 "H<Its name indicates that it belongs to somebody else.>");
3320
3321 if (tmp) 3679 if (tmp)
3322 insert_ob_in_ob (tmp, who);
3323
3324 return 1;
3325 }
3326
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL)
3331 insert_ob_in_ob (tmp, who); 3680 insert_ob_in_ob (tmp, who);
3332 3681
3333 return 1; 3682 return 1;
3334 } 3683 }
3335 3684
3336 /*FALLTHROUGH*/ 3685 /*FALLTHROUGH*/
3337 case WAND: 3686 case WAND:
3338 case ROD: 3687 case ROD:
3339 case HORN: 3688 case HORN:
3340 /* check for skill, alter player status */ 3689 /* check for skill, alter player status */
3690
3691 if (!skop)
3692 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3341 SET_FLAG (op, FLAG_APPLIED); 3697 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3698 who->change_skill (skop);
3344 3699
3345 if (who->type == PLAYER) 3700 if (who->contr)
3346 { 3701 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3348 3705
3349 if (op->type == BOW) 3706 if (op->type == BOW)
3350 { 3707 {
3708 who->current_weapon = op;
3351 change_abil (who, op); 3709 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3354 } 3711 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3712 }
3359 else 3713 else
3360 { 3714 {
3361 if (op->type == BOW) 3715 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3716 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3721 break;
3368 3722
3369 case BUILDER: 3723 case BUILDER:
3370 if (who->type == PLAYER) 3724 if (who->type == PLAYER)
3371 { 3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3728 unapply_special (who, who->contr->ranged_ob, 0);
3374 3729
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3376 3731
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3732 who->contr->ranged_ob = op;
3379 } 3733 }
3380 break; 3734 break;
3381 3735
3382 default: 3736 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3384 } /* end of switch op->type */ 3738 }
3385 3739
3386 SET_FLAG (op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3387 3741
3388 if (tmp != NULL) 3742 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3743 who->insert (tmp);
3390 3744
3391 who->update_stats (); 3745 who->update_stats ();
3392 3746
3393 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3394 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3396 */ 3750 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3753
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3755 if (who->type == PLAYER)
3403 { 3756 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3757 who->failmsg (
3758 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3762 }
3407 }
3408 3763
3409 if (who->type == PLAYER) 3764 if (object *pl = op->visible_to ())
3410 {
3411 /* if multiple objects were applied, update both slots */
3412 if (tmp)
3413 esrv_send_item (who, tmp);
3414
3415 esrv_send_item (who, op); 3765 esrv_send_item (pl, op);
3416 }
3417 3766
3418 return 0; 3767 return 0;
3419}
3420
3421int
3422monster_apply_special (object *who, object *op, int aflags)
3423{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1;
3426 return apply_special (who, op, aflags);
3427} 3768}
3428 3769
3429/** 3770/**
3430 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3431 * 3772 *
3434int 3775int
3435auto_apply (object *op) 3776auto_apply (object *op)
3436{ 3777{
3437 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3438 int i; 3779 int i;
3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3439 3782
3440 switch (op->type) 3783 switch (op->type)
3441 { 3784 {
3442 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3443 if (!op->has_random_items ()) 3786 if (!op->has_random_items ())
3445 3788
3446 do 3789 do
3447 { 3790 {
3448 i = 10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3449 while ((tmp = generate_treasure (op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3450 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3451 if (tmp == NULL) 3798 if (tmp == NULL)
3452 return 0; 3799 return 0;
3800
3453 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3454 { 3802 {
3455 tmp->destroy (); 3803 tmp->destroy ();
3456 tmp = NULL; 3804 tmp = NULL;
3457 } 3805 }
3460 3808
3461 tmp->x = op->x; 3809 tmp->x = op->x;
3462 tmp->y = op->y; 3810 tmp->y = op->y;
3463 SET_FLAG (tmp, FLAG_UNPAID); 3811 SET_FLAG (tmp, FLAG_UNPAID);
3464 insert_ob_in_map (tmp, op->map, NULL, 0); 3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3465 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3466 identify (tmp); 3813 identify (tmp);
3467 break; 3814 break;
3468 3815
3469 case TREASURE: 3816 case TREASURE:
3470 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3477 /* If we generated an object and put it in this object inventory, 3824 /* If we generated an object and put it in this object inventory,
3478 * move it to the parent object as the current object is about 3825 * move it to the parent object as the current object is about
3479 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3480 * that is put inside other objects. 3827 * that is put inside other objects.
3481 */ 3828 */
3482 for (tmp = op->inv; tmp; tmp = tmp2)
3483 {
3484 tmp2 = tmp->below;
3485 tmp->remove ();
3486
3487 if (op->env) 3829 if (op->env)
3488 insert_ob_in_ob (tmp, op->env); 3830 while (op->inv)
3489 else 3831 op->env->insert (op->inv);
3490 tmp->destroy ();
3491 }
3492 3832
3493 op->destroy (); 3833 op->destroy ();
3494 break; 3834 break;
3495 } 3835 }
3496 return tmp ? 1 : 0; 3836
3837 return !!tmp;
3497} 3838}
3498 3839
3499/** 3840/**
3500 * fix_auto_apply goes through the entire map every time a map 3841 * fix_auto_apply goes through the entire map every time a map
3501 * is loaded or swapped in and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3515 3856
3516 if (tmp->inv) 3857 if (tmp->inv)
3517 { 3858 {
3518 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3519 3860
3520 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3521 { 3862 {
3522 invnext = invtmp->below; 3863 invnext = invtmp->below;
3523 3864
3524 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3525 auto_apply (invtmp); 3866 auto_apply (invtmp);
3526 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3527 { 3868 {
3528 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3529 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3530 3871
3531 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3532 } 3873 }
3533 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3538 * treasure again for this object 3879 * treasure again for this object
3539 */ 3880 */
3540 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3541 } 3882 }
3542 } 3883 }
3884
3543 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3544 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3545 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3546 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3547 * MSW 2004-05-13 3889 * MSW 2004-05-13
3551 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3552 */ 3894 */
3553 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3554 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3555 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3556
3557 } 3898 }
3558 3899
3559 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3560 auto_apply (tmp); 3901 auto_apply (tmp);
3561 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3925 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3587 } 3928 }
3929
3588 // close all containers 3930 // close all containers
3589 else if (tmp->type == CONTAINER) 3931 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3932 tmp->flag [FLAG_APPLIED] = 0;
3591 3933
3592 tmp = above; 3934 tmp = above;
3593 } 3935 }
3594 3936
3595 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3596 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3597 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3598 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3599} 3941}
3600 3942
3601/** 3943/**
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3946 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3606 */ 3948 */
3607
3608void 3949void
3609eat_special_food (object *who, object *food) 3950eat_special_food (object *who, object *food)
3610{ 3951{
3611 object *force; 3952 object *force;
3612 int i, did_one = 0; 3953 int i, did_one = 0;
3613 sint8 k;
3614 3954
3615 force = get_archetype (FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3616 3958
3617 for (i = 0; i < NUM_STATS; i++)
3618 {
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 {
3622 set_attr_value (&force->stats, i, k);
3623 did_one = 1;
3624 }
3625 }
3626
3627 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++)
3629 {
3630 if (food->resist[i] > 0)
3631 {
3632 force->resist[i] = food->resist[i] / 2;
3633 did_one = 1;
3634 }
3635 }
3636
3637 if (did_one)
3638 {
3639 force->set_speed (0.1);
3640 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3641 force->duration = food->stats.food / 5; 3960 int duration = TIME2TICK (food->stats.food);
3642 SET_FLAG (force, FLAG_APPLIED); 3961
3643 change_abil (who, force); 3962 if (force = who->force_find (key))
3644 insert_ob_in_ob (force, who); 3963 {
3964 if (duration > fabs (force->speed_left / force->speed))
3965 {
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3967 force->force_set_timer (duration);
3968 }
3969 else
3970 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971
3972 return;
3645 } 3973 }
3646 else 3974 else
3975 {
3976 force = who->force_add (key, duration);
3977 force->name = key;
3978
3979 /* check if the food affects a stat */
3980 for (i = 0; i < NUM_STATS; i++)
3981 if (sint8 k = food->stats.stat (i))
3982 {
3983 force->stats.stat (i) = k;
3984 did_one = 1;
3985 }
3986
3987 /* check if we can protect the eater */
3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3990 if (food->resist[i] > 0)
3991 {
3992 force->resist[i] = food->resist[i];
3993 did_one = 1;
3994 }
3995 }
3996
3997 if (did_one)
3998 {
3999 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
4000
4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
4003 }
4004 else
3647 force->destroy (); 4005 force->destroy ();
4006 }
3648 4007
3649 /* check for hp, sp change */ 4008 /* check for hp, sp change */
3650 if (food->stats.hp != 0) 4009 if (food->stats.hp != 0)
3651 { 4010 {
3652 if (QUERY_FLAG (food, FLAG_CURSED)) 4011 if (QUERY_FLAG (food, FLAG_CURSED))
3653 { 4012 {
3654 assign (who->contr->killer, food->name); 4013 who->contr->killer = food;
3655 hit_player (who, food->stats.hp, food, AT_POISON, 1); 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3656 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4015 who->failmsg ("Eck!...that was poisonous!");
3657 } 4016 }
3658 else 4017 else
3659 { 4018 {
3660 if (food->stats.hp > 0) 4019 if (food->stats.hp > 0)
3661 new_draw_info (NDI_UNIQUE, 0, who, "You begin to feel better."); 4020 who->statusmsg ("You begin to feel better.");
3662 else 4021 else
3663 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 4022 who->failmsg ("Eck!...that was poisonous!");
4023
3664 who->stats.hp += food->stats.hp; 4024 who->stats.hp += food->stats.hp;
3665 } 4025 }
3666 } 4026 }
4027
3667 if (food->stats.sp != 0) 4028 if (food->stats.sp != 0)
3668 { 4029 {
3669 if (QUERY_FLAG (food, FLAG_CURSED)) 4030 if (QUERY_FLAG (food, FLAG_CURSED))
3670 { 4031 {
3671 new_draw_info (NDI_UNIQUE, 0, who, "You are drained of mana!"); 4032 who->failmsg ("You are drained of mana!");
3672 who->stats.sp -= food->stats.sp; 4033 who->stats.sp -= food->stats.sp;
3673 if (who->stats.sp < 0) 4034 if (who->stats.sp < 0)
3674 who->stats.sp = 0; 4035 who->stats.sp = 0;
3675 } 4036 }
3676 else 4037 else
3677 { 4038 {
3678 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 4039 who->statusmsg ("You feel a rush of magical energy!");
3679 who->stats.sp += food->stats.sp; 4040 who->stats.sp += food->stats.sp;
3680 /* place limit on max sp from food? */ 4041 /* place limit on max sp from food? */
3681 } 4042 }
3682 } 4043 }
4044
3683 who->update_stats (); 4045 who->update_stats ();
3684}
3685
3686/**
3687 * Designed primarily to light torches/lanterns/etc.
3688 * Also burns up burnable material too. First object in the inventory is
3689 * the selected object to "burn". -b.t.
3690 */
3691void
3692apply_lighter (object *who, object *lighter)
3693{
3694 object *item;
3695 int is_player_env = 0;
3696
3697 item = find_marked_object (who);
3698 if (item)
3699 {
3700 if (lighter->last_eat && lighter->stats.food)
3701 { /* lighter gets used up */
3702 /* Split multiple lighters if they're being used up. Otherwise *
3703 * one charge from each would be used up. --DAMN */
3704 if (lighter->nrof > 1)
3705 {
3706 object *oneLighter = lighter->clone ();
3707
3708 lighter->nrof -= 1;
3709 oneLighter->nrof = 1;
3710 oneLighter->stats.food--;
3711 esrv_send_item (who, lighter);
3712 oneLighter = insert_ob_in_ob (oneLighter, who);
3713 esrv_send_item (who, oneLighter);
3714 }
3715 else
3716 lighter->stats.food--;
3717 }
3718 else if (lighter->last_eat)
3719 { /* no charges left in lighter */
3720 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3721 return;
3722 }
3723
3724 /* Perhaps we should split what we are trying to light on fire?
3725 * I can't see many times when you would want to light multiple
3726 * objects at once.
3727 */
3728
3729 if (who == item->in_player ())
3730 is_player_env = 1;
3731
3732 save_throw_object (item, AT_FIRE, who);
3733
3734 if (item->destroyed ())
3735 {
3736 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3737 /* Need to update the player so that the players glow radius
3738 * gets changed.
3739 */
3740 if (is_player_env)
3741 who->update_stats ();
3742 }
3743 else
3744 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3745 }
3746 else /* nothing to light */
3747 new_draw_info (NDI_UNIQUE, 0, who, "You need to mark a lightable object.");
3748
3749}
3750
3751/**
3752 * op made some mistake with a scroll, this takes care of punishment.
3753 * scroll_failure()- hacked directly from spell_failure
3754 */
3755void
3756scroll_failure (object *op, int failure, int power)
3757{
3758 if (abs (failure / 4) > power)
3759 power = abs (failure / 4); /* set minimum effect */
3760
3761 if (failure <= -1 && failure > -15)
3762 { /* wonder */
3763 object *tmp;
3764
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!.");
3766 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy ();
3769 }
3770 else if (failure <= -15 && failure > -35)
3771 { /* drain mana */
3772 new_draw_info (NDI_UNIQUE, 0, op, "Your mana is drained!.");
3773 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3774 if (op->stats.sp < 0)
3775 op->stats.sp = 0;
3776 }
3777 else if (settings.spell_failure_effects == TRUE)
3778 {
3779 if (failure <= -35 && failure > -60)
3780 { /* confusion */
3781 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3782 confuse_player (op, op, power);
3783 }
3784 else if (failure <= -60 && failure > -70)
3785 { /* paralysis */
3786 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils and paralyzes " "you!");
3787 paralyze_player (op, op, power);
3788 }
3789 else if (failure <= -70 && failure > -80)
3790 { /* blind */
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power);
3793 }
3794 else if (failure <= -80)
3795 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!");
3801 tmp->destroy ();
3802 }
3803 }
3804} 4046}
3805 4047
3806void 4048void
3807apply_changes_to_player (object *pl, object *change) 4049apply_changes_to_player (object *pl, object *change)
3808{ 4050{
3825 */ 4067 */
3826 int i, j; 4068 int i, j;
3827 4069
3828 for (i = 0; i < NUM_STATS; i++) 4070 for (i = 0; i < NUM_STATS; i++)
3829 { 4071 {
3830 sint8 stat = get_attr_value (stats, i); 4072 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
3832 4074
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 4075 if (stat > 20 + race_bonus)
3835 { 4076 {
3836 excess_stat++; 4077 excess_stat++;
3837 stat = 20 + race_bonus; 4078 stat = 20 + race_bonus;
3838 } 4079 }
3839 set_attr_value (stats, i, stat); 4080
4081 stats->stat (i) = stat;
3840 } 4082 }
3841 4083
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 4085 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 4086 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 4087
3848 if (i == CHA) 4088 if (i == CHA)
3849 continue; /* exclude cha from this */ 4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 4093 if (stat < 20 + race_bonus)
3851 { 4094 {
3852 change_attr_value (stats, i, 1); 4095 change_attr_value (stats, i, 1);
3853 excess_stat--; 4096 excess_stat--;
3854 } 4097 }
3855 } 4098 }
3856 4099
3857 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 4101 * the player ref: player.c
3859 */ 4102 */
3860 if (change->randomitems != NULL) 4103 if (change->randomitems)
3861 give_initial_items (pl, change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3862
3863 4105
3864 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3865 4107
3866 /* first, look for the force object banning 4108 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3868 */ 4110 */
3869 for (walk = pl->inv; walk != NULL; walk = walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3870 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
3871 flag_change_face = 0; 4113 flag_change_face = 0;
3872 4114
3873 if (flag_change_face) 4115 if (flag_change_face)
3874 { 4116 {
3875 pl->animation_id = GET_ANIM_ID (change);
3876 pl->face = change->face; 4117 pl->face = change->face;
3877 4118 pl->animation_id = change->animation_id;
3878 if (QUERY_FLAG (change, FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3879 SET_FLAG (pl, FLAG_ANIMATE);
3880 else
3881 CLEAR_FLAG (pl, FLAG_ANIMATE);
3882 } 4120 }
3883 4121
3884 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3885 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3886 if (!strcmp (change->name, "monk")) 4124 if (change->name == shstr_monk)
3887 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3888 4126
3889 break; 4127 break;
3890 } 4128 }
3891 } 4129 }
3892} 4130}
3893 4131
3894/**
3895 * This handles items of type 'transformer'.
3896 * Basically those items, used with a marked item, transform both items into something
3897 * else.
3898 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3899 * Change information is contained in the 'slaying' field of the marked item.
3900 * The format is as follow: transformer:[number ]yield[;transformer:...].
3901 * This way an item can be transformed in many things, and/or many objects.
3902 * The 'slaying' field for transformer is used as verb for the action.
3903 */
3904void
3905apply_item_transformer (object *pl, object *transformer)
3906{
3907 object *marked;
3908 object *new_item;
3909 char *find;
3910 char *separator;
3911 int yield;
3912 char got[MAX_BUF];
3913 int len;
3914
3915 if (!pl || !transformer)
3916 return;
3917 marked = find_marked_object (pl);
3918 if (!marked)
3919 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3921 return;
3922 }
3923 if (!marked->slaying)
3924 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3926 return;
3927 }
3928 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':'))
3931 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3933 return;
3934 }
3935 find += strlen (transformer->arch->name) + 1;
3936 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find)))
3938 {
3939 yield = atoi (find);
3940 if (yield < 1)
3941 {
3942 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3943 yield = 1;
3944 }
3945 }
3946 else
3947 yield = 1;
3948
3949 while (isdigit (*find))
3950 find++;
3951 while (*find == ' ')
3952 find++;
3953 memset (got, 0, MAX_BUF);
3954 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find;
3957 }
3958 else
3959 {
3960 len = strlen (find);
3961 }
3962 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1;
3964 strcpy (got, find);
3965 got[len] = '\0';
3966
3967 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got);
3969 if (!new_item)
3970 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name (marked, 0));
3972 return;
3973 }
3974
3975 new_item->nrof = yield;
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3977 insert_ob_in_ob (new_item, pl);
3978 esrv_send_inventory (pl, pl);
3979 /* Eat up one item */
3980 decrease_ob_nr (marked, 1);
3981 /* Eat one transformer if needed */
3982 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1);
3985}

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