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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.115 by root, Tue Jul 10 06:48:02 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <cmath> 24#include <cmath>
26 25
69 68
70 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
75 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 return 1; 76 return 1;
78 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 return 1; 84 return 1;
86 85
87 return 0; 86 return 0;
425 return 0; 424 return 0;
426 425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
576 op->update_stats (); 575 op->update_stats ();
577 return 1; 576 return 1;
578} 577}
579 578
580/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 584#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 586#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 589#define IMPROVE_INT 10
591#define IMPROVE_POW 11 590#define IMPROVE_POW 11
592
593 591
594/** 592/**
595 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
597 */ 595 */
598
599int 596int
600prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
601{ 598{
602 int sacrifice_count, i; 599 int sacrifice_count, i;
603 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
605 if (weapon->level != 0) 602 if (weapon->level != 0)
606 { 603 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 return 0; 605 return 0;
609 } 606 }
607
610 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 609 if (weapon->resist[i])
612 break; 610 break;
613 611
614 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
620 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
621 { 619 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 return 0; 621 return 0;
624 } 622 }
623
625 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
627 return 0; 626 return 0;
627
628 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
631 631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
855 { 855 {
856 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
857 pow++; 857 pow++;
858 } 858 }
859 859
860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
861 } 861 }
862 else 862 else
863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
864 864
865 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
866 { 866 {
867 int base = 100; 867 int base = 100;
868 int pow = 0; 868 int pow = 0;
871 { 871 {
872 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
873 pow++; 873 pow++;
874 } 874 }
875 875
876 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
877 } 877 }
878 else 878 else
879 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
880 880
881 if (armour->weight <= 0) 881 if (armour->weight <= 0)
882 { 882 {
883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
884 armour->weight = 1; 884 armour->weight = 1;
885 } 885 }
886 886
887 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
888 888
889 if (op->type == PLAYER) 889 if (op->type == PLAYER)
890 { 890 {
891 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
892 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
944 944
945 price_in = cost * item->value; 945 price_in = cost * item->value;
946 } 946 }
947 else 947 else
948 { 948 {
949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
951 return 0; 951 return 0;
952 952
953 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
954 { 954 {
1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1008 1008
1009 /** 1009 /**
1010 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1011 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1012 */ 1012 */
1013 } 1013 }
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1015 return 1;
1016} 1016}
1245 */ 1245 */
1246static void 1246static void
1247apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1248{ 1248{
1249 readable_message_type *msgType; 1249 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1250
1252 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1253 { 1252 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1254 return;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1276 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1278 return;
1280 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1281 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1283 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1284} 1295}
1285 1296
1286/** 1297/**
1287 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1312 */ 1323 */
1313 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1314 { 1325 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1316 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1328 return;
1318 } 1329 }
1330
1319 recursion_depth++; 1331 recursion_depth++;
1320 if (trap->head) 1332 if (trap->head)
1321 trap = trap->head; 1333 trap = trap->head;
1322 1334
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1350
1339 /* Just put in some sanity check. I think there is a bug in the 1351 /* Just put in some sanity check. I think there is a bug in the
1340 * above with some objects have zero speed, and thus the player 1352 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1342 */ 1354 */
1343 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1358 }
1347 goto leave; 1359 goto leave;
1348 1360
1349 case SPINNER: 1361 case SPINNER:
1518 } 1530 }
1519 goto leave; 1531 goto leave;
1520 1532
1521 default: 1533 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1523 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1536 goto leave;
1525 } 1537 }
1526 1538
1527leave: 1539leave:
1528 recursion_depth--; 1540 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1553 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1555 return;
1544 } 1556 }
1557
1545 if (tmp->msg == NULL) 1558 if (!tmp->msg)
1546 { 1559 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return; 1561 return;
1549 } 1562 }
1550 1563
1551 /* need a literacy skill to read stuff! */ 1564 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1565 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1566 if (!skill_ob)
1554 { 1567 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1556 return; 1569 return;
1557 } 1570 }
1571
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1572 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1574 {
1561 if (lev_diff < 2) 1575 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1573 return; 1587 return;
1574 } 1588 }
1575 1589
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1590 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1591
1592 if (player *pl = op->contr)
1593 if (client *ns = pl->ns)
1594 if (ns->can_msg)
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1605 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1607 long_desc (tmp, op), &tmp->msg);
1582 1608
1583 /* gain xp from reading */ 1609 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1611 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1707 1733
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1736 * legacy spellbooks
1711 */ 1737 */
1712
1713 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1714 { 1739 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1741 if (!spell)
1717 { 1742 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return; 1744 return;
1720 } 1745 }
1721 else 1746 else
1722 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1723 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1724 } 1750 }
1725 1751
1726 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1727 1753
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1756 if (!skop)
1731 { 1757 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1733 return; 1759 return;
1734 } 1760 }
1735 1761
1736 spell = tmp->inv; 1762 spell = tmp->inv;
1737 1763
1738 if (!spell) 1764 if (!spell)
1739 { 1765 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1741 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1768 return;
1743 } 1769 }
1744 1770
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1772 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1748 return; 1774 return;
1749 } 1775 }
1750 1776
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752 1778
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1791 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1792 * they would have a special prayer mark.
1767 */ 1793 */
1768 if (check_spell_known (op, spell->name)) 1794 if (check_spell_known (op, spell->name))
1769 { 1795 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1796 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n");
1771 return; 1797 return;
1772 } 1798 }
1773 1799
1774 if (spell->skill) 1800 if (spell->skill)
1775 { 1801 {
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1843 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1844 }
1819 else 1845 else
1820 { 1846 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1847 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1848 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1823 } 1849 }
1824 1850
1825 decrease_ob (tmp); 1851 decrease_ob (tmp);
1826} 1852}
1827 1853
1839 return; 1865 return;
1840 } 1866 }
1841 1867
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1868 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1869 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1871 return;
1846 } 1872 }
1847 1873
1848 if (op->type == PLAYER) 1874 if (op->type == PLAYER)
1849 { 1875 {
1855 */ 1881 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1883
1858 if (!skop) 1884 if (!skop)
1859 { 1885 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1861 return; 1887 return;
1862 } 1888 }
1863 1889
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1890 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1891 change_exp (op, exp_gain, skop->skill, 0);
1867 1893
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1895 identify (tmp);
1870 1896
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1897 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 1898
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1899 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1900 decrease_ob (tmp);
1876} 1901}
1877 1902
1881 * chest. 1906 * chest.
1882 */ 1907 */
1883static void 1908static void
1884apply_treasure (object *op, object *tmp) 1909apply_treasure (object *op, object *tmp)
1885{ 1910{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1911 /* Nice side effect of new treasure creation method is that the treasure
1890 * for the chest is done when the chest is created, and put into the chest 1912 * for the chest is done when the chest is created, and put into the chest
1891 * inventory. So that when the chest burns up, the items still exist. Also 1913 * inventory. So that when the chest burns up, the items still exist. Also
1892 * prevents people fromt moving chests to more difficult maps to get better 1914 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1915 * treasure
1894 */ 1916 */
1895
1896 treas = tmp->inv; 1917 object *treas = tmp->inv;
1897 if (treas == NULL) 1918
1919 if (!treas)
1898 { 1920 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1922 decrease_ob (tmp);
1901 return; 1923 return;
1902 } 1924 }
1925
1903 while (tmp->inv) 1926 while (tmp->inv)
1904 { 1927 {
1905 treas = tmp->inv; 1928 treas = tmp->inv;
1906 1929
1907 treas->remove (); 1930 treas->remove ();
1989 /* special food hack -b.t. */ 2012 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2013 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2014 eat_special_food (op, tmp);
1992 } 2015 }
1993 } 2016 }
2017
1994 handle_apply_yield (tmp); 2018 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2019 decrease_ob (tmp);
1996} 2020}
1997 2021
1998/** 2022/**
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2050 return 0;
2027 2051
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2053 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2055 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2057 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2059 abil = tmp;
2039 2060
2040 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2063 if (skin == NULL || abil == NULL)
2163static void 2184static void
2164apply_armour_improver (object *op, object *tmp) 2185apply_armour_improver (object *op, object *tmp)
2165{ 2186{
2166 object *armor; 2187 object *armor;
2167 2188
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2190 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2171 return; 2192 return;
2172 } 2193 }
2173 2194
2174 armor = find_marked_object (op); 2195 armor = find_marked_object (op);
2175 2196
2176 if (!armor) 2197 if (!armor)
2177 { 2198 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2179 return; 2200 return;
2180 } 2201 }
2181 2202
2182 if (armor->type != ARMOUR 2203 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2204 && armor->type != CLOAK
2198 { 2219 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2222 strcpy (op->contr->killer, "poisonous booze");
2202 } 2223 }
2224
2203 if (tmp->stats.hp > 0) 2225 if (tmp->stats.hp > 0)
2204 { 2226 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2206 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2229 }
2230
2208 op->stats.food -= op->stats.food / 4; 2231 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2232 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2233 decrease_ob (tmp);
2211} 2234}
2212 2235
2322 2345
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2347 {
2325 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2326 { 2349 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2328 return 1; 2351 return 1;
2329 } 2352 }
2330 else 2353 else
2331 return 0; /* monsters just skip unpaid items */ 2354 return 0; /* monsters just skip unpaid items */
2332 } 2355 }
2540int 2563int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2564player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2565{
2543 int tmp; 2566 int tmp;
2544 2567
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2568 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2569 {
2547 /* player is flying and applying object not in inventory */ 2570 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2572 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2573 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2551 return 0; 2574 return 0;
2552 } 2575 }
2553 }
2554
2555 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2556 * applied.
2557 */
2558 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2559 {
2560 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2561 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2562 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2563 op->destroy ();
2564 return 1;
2565 } 2576 }
2566 2577
2567 pl->contr->last_used = op; 2578 pl->contr->last_used = op;
2568 2579
2569 tmp = manual_apply (pl, op, aflag); 2580 tmp = manual_apply (pl, op, aflag);
2572 if (tmp == 0) 2583 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2574 else if (tmp == 2) 2585 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2576 } 2587 }
2588
2577 return tmp; 2589 return tmp;
2578} 2590}
2579 2591
2580/** 2592/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2593 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2642{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2643 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2644 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2645 return RESULT_INT (0);
2634 2646
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2647 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2648
2639 switch (op->type) 2649 switch (op->type)
2640 { 2650 {
2651 case SKILL_TOOL:
2652 // unapplying a skill tool should also unapply the skill it governs
2653 // but this is hard, as it shouldn't do so when the skill can
2654 // be used for other reasons
2655 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656 if (tmp->skill == op->skill
2657 && tmp->type == SKILL
2658 && tmp->flag [FLAG_APPLIED]
2659 && !tmp->flag [FLAG_CAN_USE_SKILL])
2660 unapply_special (who, tmp, 0);
2661
2662 change_abil (who, op);
2663 break;
2664
2641 case WEAPON: 2665 case WEAPON:
2666 if (player *pl = who->contr)
2667 if (op == pl->combat_ob)
2668 {
2669 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob);
2671 }
2672
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2674
2644 change_abil (who, op); 2675 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2676 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2656 clear_skill (who);
2657 break; 2677 break;
2658 2678
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2679 case SKILL:
2661 if (op != who->chosen_skill)
2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr) 2680 if (who->contr)
2665 { 2681 {
2666 if (!op->invisible) 2682 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2684 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2686 }
2671 2687
2672 change_abil (who, op); 2688 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2689 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2690 break;
2676 2691
2677 case ARMOUR: 2692 case ARMOUR:
2678 case HELMET: 2693 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2703 change_abil (who, op);
2689 break; 2704 break;
2690 2705
2691 case LAMP: 2706 case LAMP:
2707 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2693 tmp2 = arch_to_object (op->other_arch); 2710 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2711 tmp2->x = op->x;
2695 tmp2->y = op->y; 2712 tmp2->y = op->y;
2696 tmp2->map = op->map; 2713 tmp2->map = op->map;
2697 tmp2->below = op->below; 2714 tmp2->below = op->below;
2698 tmp2->above = op->above; 2715 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2716 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2718
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2721
2705 if (who->contr) 2722 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2723 esrv_del_item (who->contr, op->count);
2707 2724
2708 op->destroy (); 2725 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2726 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2727 who->update_stats ();
2711 2728
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2730 {
2714 if (who->contr) 2731 if (who->contr)
2715 { 2732 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2735 }
2719 } 2736 }
2720 2737
2721 if (who->contr) 2738 if (who->contr)
2722 esrv_send_item (who, tmp2); 2739 esrv_send_item (who, tmp2);
2740 }
2723 2741
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2742 return 1; /* otherwise, an attempt to drop causes problems */
2725 2743
2726 case BOW: 2744 case BOW:
2727 case WAND: 2745 case WAND:
2728 case ROD: 2746 case ROD:
2729 case HORN: 2747 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2748 if (player *pl = who->contr)
2749 {
2750 if (op == pl->ranged_ob)
2733 { 2751 {
2752 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob);
2754 }
2755
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2735
2736 if (who->contr->ranged_ob == op)
2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2741 } 2757 }
2742 else 2758 else
2743 { 2759 {
2760 who->change_skill (0);
2761
2744 if (op->type == BOW) 2762 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2763 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2764 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2765 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2766 }
2749 2767
2750 break; 2768 break;
2751 2769
2752 case BUILDER: 2770 case BUILDER:
2753 if (who->contr) 2771 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2756
2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2760 break; 2773 break;
2761 2774
2762 default: 2775 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2777 break;
2788/** 2801/**
2789 * Returns the object that is using location 'loc'. 2802 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2803 * Note that 'start' is the first object to start examing - we
2791 * then go through the below of this. In this way, you can do 2804 * then go through the below of this. In this way, you can do
2792 * something like: 2805 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2806 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2807 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2808 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2809 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2810 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2811 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2812 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2813 * up body locations can be used as restrictions.
2801 */ 2814 */
2802static object * 2815static object *
2803get_item_from_body_location (int loc, object *start) 2816get_next_item_from_body_location (int loc, object *start)
2804{ 2817{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2818 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2819 if (tmp->flag [FLAG_APPLIED]
2820 && tmp->slot[loc].info
2821 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2822 return tmp;
2809 2823
2810 return 0; 2824 return 0;
2811} 2825}
2812 2826
2813/** 2827/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2833 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2834 * 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 2835 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2836 * another function that does just that.
2823 */ 2837 */
2838
2839#define CANNOT_REMOVE_CURSED \
2840 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841 "Praying over an altar, scrolls of remove curse/damnation, " \
2842 "priests or even other players might help.>"
2843
2824int 2844int
2825unapply_for_ob (object *who, object *op, int aflags) 2845unapply_for_ob (object *who, object *op, int aflags)
2826{ 2846{
2827 if (op->is_range ()) 2847 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2848 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 { 2858 {
2839 /* In this case, we want to try and remove a cursed item. 2859 /* In this case, we want to try and remove a cursed item.
2840 * While we know it won't work, we want unapply_special to 2860 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2861 * at least generate the message.
2842 */ 2862 */
2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp)); 2863 new_draw_info_format (NDI_UNIQUE, 0, who,
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
2844 return 1; 2866 return 1;
2845 } 2867 }
2846 2868
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2870 {
2854 /* We do a while loop - may need to remove several items in order 2876 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2877 * to free up enough slots.
2856 */ 2878 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2879 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2880 {
2859 object *tmp = get_item_from_body_location (i, last); 2881 object *tmp = get_next_item_from_body_location (i, last);
2860 2882
2861 if (!tmp) 2883 if (!tmp)
2862 { 2884 {
2863#if 0 2885#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2886 /* Not a bug - we'll get this if the player has cursed items
2882 /* Cursed item that we can't unequip - tell the player. 2904 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2905 * Note this could be annoying if this is just one of a few,
2884 * so it may not be critical (eg, putting on a ring and you have 2906 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2907 * one cursed ring.)
2886 */ 2908 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2888 } 2910 }
2889 2911
2890 last = tmp->below; 2912 last = tmp->below;
2891 } 2913 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2914 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2902 * Checks to see if 'who' can apply object 'op'. 2924 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2925 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2926 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2927 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2928 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2907 * is set, do we really are what the other flags may be?) 2929 * is set, do we really care what the other flags may be?)
2908 * 2930 *
2909 * See include/define.h for detailed description of the meaning of 2931 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2932 * these return values.
2911 */ 2933 */
2912int 2934int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2943 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2944 {
2923 if (op->slot[i].info) 2945 if (op->slot[i].info)
2924 { 2946 {
2925 /* Item uses more slots than we have */ 2947 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2948 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2949 {
2928 /* Could return now for efficiency - rest of info below isn't 2950 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2951 * really needed.
2930 */ 2952 */
2931 retval |= CAN_APPLY_NEVER; 2953 retval |= CAN_APPLY_NEVER;
2932 } 2954 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2955 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2956 {
2935 /* in this case, equipping this would use more free spots than 2957 /* in this case, equipping this would use more free spots than
2936 * we have. 2958 * we have.
2937 */ 2959 */
2938 2960
2949 { 2971 {
2950 retval |= CAN_APPLY_UNAPPLY; 2972 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2973 continue;
2952 } 2974 }
2953 2975
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2976 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2977 if (!tmp1)
2956 { 2978 {
2957#if 0 2979#if 0
2958 /* This is sort of an error, but happens a lot when old players 2980 /* This is sort of an error, but happens a lot when old players
2959 * join in with more stuff equipped than they are now allowed. 2981 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2989 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2990 * is different than we had found before, it means they need
2969 * to apply multiple objects 2991 * to apply multiple objects
2970 */ 2992 */
2971 retval |= CAN_APPLY_UNAPPLY; 2993 retval |= CAN_APPLY_UNAPPLY;
2994
2972 if (!tmp) 2995 if (!tmp)
2973 tmp = tmp1; 2996 tmp = tmp1;
2974 else if (tmp != tmp1) 2997 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 2998 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 2999
3038 * AP_UNAPPLY=always unapply). 3061 * AP_UNAPPLY=always unapply).
3039 * 3062 *
3040 * Optional flags: 3063 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3064 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3065 * AP_IGNORE_CURSE: unapply cursed items
3066 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3067 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3068 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3069 *
3046 * apply_special() doesn't check for unpaid items. 3070 * apply_special() doesn't check for unpaid items.
3047 */ 3071 */
3072
3073#define LACK_ITEM_POWER \
3074 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075
3048int 3076int
3049apply_special (object *who, object *op, int aflags) 3077apply_special (object *who, object *op, int aflags)
3050{ 3078{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3052 object *tmp, *tmp2, *skop = NULL; 3080 object *tmp, *tmp2, *skop = NULL;
3067 if (basic_flag == AP_APPLY) 3095 if (basic_flag == AP_APPLY)
3068 return 0; 3096 return 0;
3069 3097
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3098 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3099 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3100 new_draw_info_format (NDI_UNIQUE, 0, who,
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3073 return 1; 3103 return 1;
3074 } 3104 }
3075 3105
3076 return unapply_special (who, op, aflags); 3106 return unapply_special (who, op, aflags);
3077 } 3107 }
3080 return 0; 3110 return 0;
3081 3111
3082 // if the item is combat/ranged, wield the relevant slot first 3112 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3113 // to resolve conflicts.
3084 if (player *pl = who->contr) 3114 if (player *pl = who->contr)
3085 switch (op->type) 3115 switch (op->slottype ())
3086 { 3116 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3117 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 break;
3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob); 3118 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 } 3119 }
3120
3121 splay (op);
3106 3122
3107 /* Can't just apply this object. Lets see what not and what to do */ 3123 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3124 if (int i = can_apply_object (who, op))
3109 { 3125 {
3110 if (i & CAN_APPLY_NEVER) 3126 if (i & CAN_APPLY_NEVER)
3111 { 3127 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3128 new_draw_info_format (NDI_UNIQUE, 0, who,
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3113 return 1; 3131 return 1;
3114 } 3132 }
3115 else if (i & CAN_APPLY_RESTRICTION) 3133 else if (i & CAN_APPLY_RESTRICTION)
3116 { 3134 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op));
3118 return 1; 3139 return 1;
3119 } 3140 }
3120 3141
3121 if (who->type != PLAYER) 3142 if (who->type != PLAYER)
3122 { 3143 {
3149 } 3170 }
3150 else 3171 else
3151 /* While experience will be credited properly, we want to change the 3172 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3173 * skill so that the dam and wc get updated
3153 */ 3174 */
3154 change_skill (who, skop, 0); 3175 who->change_skill (skop);
3155 } 3176 }
3156 3177
3157 if (who->type == PLAYER 3178 if (who->type == PLAYER
3158 && op->item_power 3179 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3180 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 3181 {
3161 new_draw_info (NDI_UNIQUE, 0, who, 3182 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! " 3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3163 "[use the skills command to check your available item power]");
3164 return 1; 3184 return 1;
3165 } 3185 }
3166 3186
3167 /* Ok. We are now at the state where we can apply the new object. 3187 /* Ok. We are now at the state where we can apply the new object.
3168 * Note that we don't have the checks for can_use_... 3188 * Note that we don't have the checks for can_use_...
3179 switch (op->type) 3199 switch (op->type)
3180 { 3200 {
3181 case WEAPON: 3201 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3202 if (!check_weapon_power (who, op->last_eat))
3183 { 3203 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!."); 3205 "It would consume your soul!." LACK_ITEM_POWER);
3186 3206
3187 if (tmp) 3207 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3189 3209
3190 return 1; 3210 return 1;
3194 // i.e. "R" can use Ragnarok's sword. 3214 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 3216 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 3217 /* if the weapon does not have the name as the character, can't use it. */
3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3218 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3219 new_draw_info (NDI_UNIQUE, 0, who,
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3200 3222
3201 if (tmp) 3223 if (tmp)
3202 insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3203 3225
3204 return 1; 3226 return 1;
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3231 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1; 3232 return 1;
3211 } 3233 }
3212 3234
3213 SET_FLAG (op, FLAG_APPLIED); 3235 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3236 who->change_skill (skop);
3215 3237
3216 if (who->contr) 3238 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3239 who->change_weapon (who->contr->combat_ob = op);
3218 3240
3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3220 SET_FLAG (who, FLAG_READY_WEAPON);
3221
3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3242
3243 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3244 change_abil (who, op);
3225 break; 3245 break;
3226 3246
3227 case ARMOUR: 3247 case ARMOUR:
3228 case HELMET: 3248 case HELMET:
3240 break; 3260 break;
3241 3261
3242 case LAMP: 3262 case LAMP:
3243 if (op->stats.food < 1) 3263 if (op->stats.food < 1)
3244 { 3264 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3246 return 1; 3268 return 1;
3247 } 3269 }
3248 3270
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3250 tmp2 = arch_to_object (op->other_arch); 3272 tmp2 = arch_to_object (op->other_arch);
3273 who->update_stats (); 3295 who->update_stats ();
3274 3296
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3277 { 3299 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 } 3304 }
3281 3305
3282 if (who->type == PLAYER) 3306 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3307 esrv_send_item (who, tmp2);
3284 3308
3285 return 0; 3309 return 0;
3286 3310
3287 /* this part is needed for skill-tools */ 3311 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED);
3314
3315 if (!(aflags & AP_NO_READY))
3316 {
3317 skop = find_skill_by_name (who, op->skill);
3318 if (!skop->flag [FLAG_APPLIED])
3319 apply_special (who, skop, AP_APPLY);
3320 }
3321 break;
3322
3288 case SKILL: 3323 case SKILL:
3289 case SKILL_TOOL:
3290 if (who->chosen_skill)
3291 {
3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3293 return 1;
3294 }
3295
3296 if (player *pl = who->contr) 3324 if (player *pl = who->contr)
3297 { 3325 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3326 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3327 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3328 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3329 {
3302 for (object *item = who->inv; item; item = item->below) 3330 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3331 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3332 {
3333 if (item->skill == op->skill)
3334 {
3305 who->change_weapon (pl->combat_ob = item); 3335 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3336 goto found_weapon;
3337 }
3307 } 3338 }
3308 3339
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3340 new_draw_info_format (NDI_UNIQUE, 0, who,
3341 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill);
3310 return 1; 3344 return 1;
3311 3345
3312 found_weapon:; 3346 found_weapon:;
3313 } 3347 }
3314 else 3348 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3353 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3354 {
3321 for (object *item = who->inv; item; item = item->below) 3355 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3356 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3357 {
3358 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3359 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3360 goto found_bow;
3326 } 3361 }
3327 3362
3363 new_draw_info (NDI_UNIQUE, 0, who,
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill"); 3364 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>");
3329 return 1; 3366 return 1;
3330 3367
3331 found_bow:; 3368 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 } 3369 }
3348 else 3370 else
3349 who->change_weapon (pl->ranged_ob = op); 3371 who->change_weapon (pl->ranged_ob = op);
3350 } 3372 }
3351 3373
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3378 }
3357 else 3379 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3381 }
3360 3382 else
3383 {
3361 SET_FLAG (op, FLAG_APPLIED); 3384 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3385 change_abil (who, op);
3363 who->chosen_skill = op; 3386 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3387 SET_FLAG (who, FLAG_READY_SKILL);
3388 }
3389
3365 break; 3390 break;
3366 3391
3367 case BOW: 3392 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3393 if (!check_weapon_power (who, op->last_eat))
3369 { 3394 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3395 new_draw_info (NDI_UNIQUE, 0, who,
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372 3397
3373 if (tmp) 3398 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3375 3400
3376 return 1; 3401 return 1;
3377 } 3402 }
3378 3403
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3405 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3409 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3410 insert_ob_in_ob (tmp, who);
3384 3411
3385 return 1; 3412 return 1;
3386 } 3413 }
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3423 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3397 return 1; 3424 return 1;
3398 } 3425 }
3399 3426
3400 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3428 who->change_skill (skop);
3402 3429
3403 if (who->contr) 3430 if (who->contr)
3404 { 3431 {
3405 who->contr->ranged_ob = op; 3432 who->contr->ranged_ob = op;
3406 3433
3425 break; 3452 break;
3426 3453
3427 case BUILDER: 3454 case BUILDER:
3428 if (who->type == PLAYER) 3455 if (who->type == PLAYER)
3429 { 3456 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3459 unapply_special (who, who->contr->ranged_ob, 0);
3432 3460
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3462
3453 */ 3481 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3482 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 3483 SET_FLAG (op, FLAG_BEEN_APPLIED);
3456 3484
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3459 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3460 { 3487 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3488 new_draw_info (NDI_UNIQUE, 0, who,
3489 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 3491 SET_FLAG (op, FLAG_KNOWN_CURSED);
3463 } 3492 }
3464 }
3465 3493
3466 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3467 { 3495 {
3468 /* if multiple objects were applied, update both slots */ 3496 /* if multiple objects were applied, update both slots */
3469 if (tmp) 3497 if (tmp)
3478int 3506int
3479monster_apply_special (object *who, object *op, int aflags) 3507monster_apply_special (object *who, object *op, int aflags)
3480{ 3508{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3509 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3482 return 1; 3510 return 1;
3511
3483 return apply_special (who, op, aflags); 3512 return apply_special (who, op, aflags);
3484} 3513}
3485 3514
3486/** 3515/**
3487 * Map was just loaded, handle op's initialisation. 3516 * Map was just loaded, handle op's initialisation.
3813 3842
3814 if (failure <= -1 && failure > -15) 3843 if (failure <= -1 && failure > -15)
3815 { /* wonder */ 3844 { /* wonder */
3816 object *tmp; 3845 object *tmp;
3817 3846
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3819 tmp = get_archetype (SPELL_WONDER); 3848 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp); 3849 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy (); 3850 tmp->destroy ();
3822 } 3851 }
3823 else if (failure <= -15 && failure > -35) 3852 else if (failure <= -15 && failure > -35)
3876 */ 3905 */
3877 int i, j; 3906 int i, j;
3878 3907
3879 for (i = 0; i < NUM_STATS; i++) 3908 for (i = 0; i < NUM_STATS; i++)
3880 { 3909 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3910 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3911 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3912
3884 if (stat > 20 + race_bonus) 3913 if (stat > 20 + race_bonus)
3885 { 3914 {
3886 excess_stat++; 3915 excess_stat++;
3896 3925
3897 if (i == CHA) 3926 if (i == CHA)
3898 continue; /* exclude cha from this */ 3927 continue; /* exclude cha from this */
3899 3928
3900 int stat = stats->stat (i); 3929 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3930 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3931 if (stat < 20 + race_bonus)
3903 { 3932 {
3904 change_attr_value (stats, i, 1); 3933 change_attr_value (stats, i, 1);
3905 excess_stat--; 3934 excess_stat--;
3906 } 3935 }
3963 char got[MAX_BUF]; 3992 char got[MAX_BUF];
3964 int len; 3993 int len;
3965 3994
3966 if (!pl || !transformer) 3995 if (!pl || !transformer)
3967 return; 3996 return;
3997
3968 marked = find_marked_object (pl); 3998 marked = find_marked_object (pl);
3999
3969 if (!marked) 4000 if (!marked)
3970 { 4001 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3972 return; 4003 return;
3973 } 4004 }
4005
3974 if (!marked->slaying) 4006 if (!marked->slaying)
3975 { 4007 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3977 return; 4009 return;
3978 } 4010 }
4011
3979 /* check whether they are compatible or not */ 4012 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 4013 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 4015 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4016 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3984 return; 4017 return;
3985 } 4018 }
4019
3986 find += strlen (transformer->arch->name) + 1; 4020 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 4021 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 4022 if (isdigit (*(find)))
3989 { 4023 {
3990 yield = atoi (find); 4024 yield = atoi (find);
3991 if (yield < 1) 4025 if (yield < 1)
3999 4033
4000 while (isdigit (*find)) 4034 while (isdigit (*find))
4001 find++; 4035 find++;
4002 while (*find == ' ') 4036 while (*find == ' ')
4003 find++; 4037 find++;
4038
4004 memset (got, 0, MAX_BUF); 4039 memset (got, 0, MAX_BUF);
4040
4005 if ((separator = strchr (find, ';')) != NULL) 4041 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find; 4042 len = separator - find;
4008 }
4009 else 4043 else
4010 {
4011 len = strlen (find); 4044 len = strlen (find);
4012 } 4045
4013 if (len > MAX_BUF - 1) 4046 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1; 4047 len = MAX_BUF - 1;
4048
4015 strcpy (got, find); 4049 strcpy (got, find);
4016 got[len] = '\0'; 4050 got[len] = '\0';
4017 4051
4018 /* Now create new item, remove used ones when required. */ 4052 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got); 4053 new_item = get_archetype (got);
4027 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4028 insert_ob_in_ob (new_item, pl); 4062 insert_ob_in_ob (new_item, pl);
4029 esrv_send_inventory (pl, pl); 4063 esrv_send_inventory (pl, pl);
4030 /* Eat up one item */ 4064 /* Eat up one item */
4031 decrease_ob_nr (marked, 1); 4065 decrease_ob_nr (marked, 1);
4066
4032 /* Eat one transformer if needed */ 4067 /* Eat one transformer if needed */
4033 if (transformer->stats.food) 4068 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0) 4069 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1); 4070 decrease_ob_nr (transformer, 1);
4036} 4071}

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