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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 1.120 by root, Tue Jul 31 17:33:15 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;
158 157
159/** 158/**
160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
161 * matching item. 160 * matching item.
162 **/ 161 **/
163static void 162void
164handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
165{ 164{
166 const char *yield; 165 const char *yield;
167 166
168 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
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 SET_FLAG (item, FLAG_IDENTIFIED);
1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1015 return 1; 1016 return 1;
1016} 1017}
1017 1018
1018/** 1019/**
1245 */ 1246 */
1246static void 1247static void
1247apply_sign (object *op, object *sign, int autoapply) 1248apply_sign (object *op, object *sign, int autoapply)
1248{ 1249{
1249 readable_message_type *msgType; 1250 readable_message_type *msgType;
1250 char newbuf[HUGE_BUF];
1251 1251
1252 if (sign->msg == NULL) 1252 if (sign->msg == NULL)
1253 { 1253 {
1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1255 return; 1255 return;
1259 { 1259 {
1260 if (sign->last_eat >= sign->stats.food) 1260 if (sign->last_eat >= sign->stats.food)
1261 { 1261 {
1262 if (!sign->move_on) 1262 if (!sign->move_on)
1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264
1264 return; 1265 return;
1265 } 1266 }
1266 1267
1267 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1268 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1268 sign->last_eat++; 1269 sign->last_eat++;
1276 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1277 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1277 { 1278 {
1278 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1279 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1279 return; 1280 return;
1280 } 1281 }
1282
1283 if (op->contr)
1284 if (client *ns = op->contr->ns)
1285 {
1286 ns->play_sound (sign->sound);
1281 msgType = get_readable_message_type (sign); 1287 msgType = get_readable_message_type (sign);
1288
1289 if (ns->can_msg)
1290 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1291 else
1292 {
1293 char newbuf[HUGE_BUF];
1282 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1294 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); 1295 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1296 }
1297 }
1284} 1298}
1285 1299
1286/** 1300/**
1287 * 'victim' moves onto 'trap' 1301 * 'victim' moves onto 'trap'
1288 * 'victim' leaves 'trap' 1302 * 'victim' leaves 'trap'
1311 * proper. This code was causing needless crashes. 1325 * proper. This code was causing needless crashes.
1312 */ 1326 */
1313 if (recursion_depth >= 500) 1327 if (recursion_depth >= 500)
1314 { 1328 {
1315 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1329 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); 1330 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1317 return; 1331 return;
1318 } 1332 }
1333
1319 recursion_depth++; 1334 recursion_depth++;
1320 if (trap->head) 1335 if (trap->head)
1321 trap = trap->head; 1336 trap = trap->head;
1322 1337
1323 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1338 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1338 1353
1339 /* Just put in some sanity check. I think there is a bug in the 1354 /* 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 1355 * above with some objects have zero speed, and thus the player
1341 * getting permanently paralyzed. 1356 * getting permanently paralyzed.
1342 */ 1357 */
1343 if (victim->speed_left < -50.0) 1358 if (victim->speed_left < -50.f)
1344 victim->speed_left = -50.0; 1359 victim->speed_left = -50.f;
1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1360 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1346 } 1361 }
1347 goto leave; 1362 goto leave;
1348 1363
1349 case SPINNER: 1364 case SPINNER:
1421 1436
1422 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1423 { 1438 {
1424 if (!sound_was_played) 1439 if (!sound_was_played)
1425 { 1440 {
1426 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1441 trap->play_sound (sound_find ("fall_hole"));
1427 sound_was_played = 1; 1442 sound_was_played = 1;
1428 } 1443 }
1444
1429 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1445 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1430 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1446 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1431 } 1447 }
1432 } 1448 }
1433 goto leave; 1449 goto leave;
1466 * Processing will happen if the head runs into the pit 1482 * Processing will happen if the head runs into the pit
1467 */ 1483 */
1468 if (victim->head) 1484 if (victim->head)
1469 goto leave; 1485 goto leave;
1470 1486
1471 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1487 victim->play_sound (sound_find ("fall_hole"));
1472 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1488 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1473 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1489 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1474 goto leave; 1490 goto leave;
1475 1491
1476 case EXIT: 1492 case EXIT:
1518 } 1534 }
1519 goto leave; 1535 goto leave;
1520 1536
1521 default: 1537 default:
1522 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1538 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); 1539 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1524 goto leave; 1540 goto leave;
1525 } 1541 }
1526 1542
1527leave: 1543leave:
1528 recursion_depth--; 1544 recursion_depth--;
1540 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1556 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1541 { 1557 {
1542 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1543 return; 1559 return;
1544 } 1560 }
1561
1545 if (tmp->msg == NULL) 1562 if (!tmp->msg)
1546 { 1563 {
1547 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1548 return; 1565 return;
1549 } 1566 }
1550 1567
1551 /* need a literacy skill to read stuff! */ 1568 /* need a literacy skill to read stuff! */
1552 skill_ob = find_skill_by_name (op, tmp->skill); 1569 skill_ob = find_skill_by_name (op, tmp->skill);
1553 if (!skill_ob) 1570 if (!skill_ob)
1554 { 1571 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1572 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; 1573 return;
1557 } 1574 }
1575
1558 lev_diff = tmp->level - (skill_ob->level + 5); 1576 lev_diff = tmp->level - (skill_ob->level + 5);
1559 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1577 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1560 { 1578 {
1561 if (lev_diff < 2) 1579 if (lev_diff < 2)
1562 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1573 return; 1591 return;
1574 } 1592 }
1575 1593
1576 readable_message_type *msgType = get_readable_message_type (tmp); 1594 readable_message_type *msgType = get_readable_message_type (tmp);
1577 1595
1596 if (player *pl = op->contr)
1597 if (client *ns = pl->ns)
1598 if (ns->can_msg)
1599 {
1600 dynbuf_text buf;
1601 buf << long_desc (tmp, op)
1602 << "\n\n"
1603 << tmp->msg
1604 << '\0';
1605 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1606 }
1607 else
1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1579 msgType->message_type, msgType->message_subtype, 1609 msgType->message_type, msgType->message_subtype,
1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg); 1611 long_desc (tmp, op), &tmp->msg);
1582 1612
1583 /* gain xp from reading */ 1613 /* gain xp from reading */
1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1585 { /* only if not read before */ 1615 { /* only if not read before */
1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1652 return; 1682 return;
1653 } 1683 }
1654 return; 1684 return;
1655 } 1685 }
1656 1686
1657 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1687 op->contr->play_sound (sound_find ("learn_spell"));
1688
1658 tmp = spell->clone (); 1689 tmp = spell->clone ();
1659 insert_ob_in_ob (tmp, op); 1690 insert_ob_in_ob (tmp, op);
1660 1691
1661 if (special_prayer) 1692 if (special_prayer)
1662 SET_FLAG (tmp, FLAG_STARTEQUIP); 1693 SET_FLAG (tmp, FLAG_STARTEQUIP);
1707 1738
1708 /* artifact_spellbooks have 'slaying' field point to a spell name, 1739 /* artifact_spellbooks have 'slaying' field point to a spell name,
1709 * instead of having their spell stored in stats.sp. These are 1740 * instead of having their spell stored in stats.sp. These are
1710 * legacy spellbooks 1741 * legacy spellbooks
1711 */ 1742 */
1712
1713 if (tmp->slaying != NULL) 1743 if (tmp->slaying)
1714 { 1744 {
1715 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1745 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1716 if (!spell) 1746 if (!spell)
1717 { 1747 {
1718 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1748 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1719 return; 1749 return;
1720 } 1750 }
1721 else 1751 else
1722 insert_ob_in_ob (spell, tmp); 1752 insert_ob_in_ob (spell, tmp);
1753
1723 tmp->slaying = NULL; 1754 tmp->slaying = 0;
1724 } 1755 }
1725 1756
1726 skop = find_skill_by_name (op, tmp->skill); 1757 skop = find_skill_by_name (op, tmp->skill);
1727 1758
1728 /* need a literacy skill to learn spells. Also, having a literacy level 1759 /* need a literacy skill to learn spells. Also, having a literacy level
1729 * lower than the spell will make learning the spell more difficult */ 1760 * lower than the spell will make learning the spell more difficult */
1730 if (!skop) 1761 if (!skop)
1731 { 1762 {
1732 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1733 return; 1764 return;
1734 } 1765 }
1735 1766
1736 spell = tmp->inv; 1767 spell = tmp->inv;
1737 1768
1738 if (!spell) 1769 if (!spell)
1739 { 1770 {
1740 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1771 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."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1742 return; 1773 return;
1743 } 1774 }
1744 1775
1745 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1776 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1746 { 1777 {
1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1778 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1748 return; 1779 return;
1749 } 1780 }
1750 1781
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1752 1783
1765 * if the player doesn't know the spell, doesn't make a lot of sense that 1796 * if the player doesn't know the spell, doesn't make a lot of sense that
1766 * they would have a special prayer mark. 1797 * they would have a special prayer mark.
1767 */ 1798 */
1768 if (check_spell_known (op, spell->name)) 1799 if (check_spell_known (op, spell->name))
1769 { 1800 {
1770 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1801 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1771 return; 1802 return;
1772 } 1803 }
1773 1804
1774 if (spell->skill) 1805 if (spell->skill)
1775 { 1806 {
1816 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1847 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1817 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1848 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1818 } 1849 }
1819 else 1850 else
1820 { 1851 {
1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1852 op->contr->play_sound (sound_find ("fumble_spell"));
1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1853 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 } 1854 }
1824 1855
1825 decrease_ob (tmp); 1856 decrease_ob (tmp);
1826} 1857}
1827 1858
1839 return; 1870 return;
1840 } 1871 }
1841 1872
1842 if (!tmp->inv || tmp->inv->type != SPELL) 1873 if (!tmp->inv || tmp->inv->type != SPELL)
1843 { 1874 {
1844 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1875 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1845 return; 1876 return;
1846 } 1877 }
1847 1878
1848 if (op->type == PLAYER) 1879 if (op->type == PLAYER)
1849 { 1880 {
1855 */ 1886 */
1856 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1887 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1857 1888
1858 if (!skop) 1889 if (!skop)
1859 { 1890 {
1860 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1891 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1861 return; 1892 return;
1862 } 1893 }
1863 1894
1864 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1895 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1865 change_exp (op, exp_gain, skop->skill, 0); 1896 change_exp (op, exp_gain, skop->skill, 0);
1867 1898
1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1899 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1869 identify (tmp); 1900 identify (tmp);
1870 1901
1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1902 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1872
1873 1903
1874 cast_spell (op, tmp, dir, tmp->inv, NULL); 1904 cast_spell (op, tmp, dir, tmp->inv, NULL);
1875 decrease_ob (tmp); 1905 decrease_ob (tmp);
1876} 1906}
1877 1907
1881 * chest. 1911 * chest.
1882 */ 1912 */
1883static void 1913static void
1884apply_treasure (object *op, object *tmp) 1914apply_treasure (object *op, object *tmp)
1885{ 1915{
1886 object *treas;
1887
1888
1889 /* Nice side effect of new treasure creation method is that the treasure 1916 /* 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 1917 * 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 1918 * 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 1919 * prevents people fromt moving chests to more difficult maps to get better
1893 * treasure 1920 * treasure
1894 */ 1921 */
1895
1896 treas = tmp->inv; 1922 object *treas = tmp->inv;
1897 if (treas == NULL) 1923
1924 if (!treas)
1898 { 1925 {
1899 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1926 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1900 decrease_ob (tmp); 1927 decrease_ob (tmp);
1901 return; 1928 return;
1902 } 1929 }
1930
1903 while (tmp->inv) 1931 while (tmp->inv)
1904 { 1932 {
1905 treas = tmp->inv; 1933 treas = tmp->inv;
1906 1934
1907 treas->remove (); 1935 treas->remove ();
1989 /* special food hack -b.t. */ 2017 /* special food hack -b.t. */
1990 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2018 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1991 eat_special_food (op, tmp); 2019 eat_special_food (op, tmp);
1992 } 2020 }
1993 } 2021 }
2022
1994 handle_apply_yield (tmp); 2023 handle_apply_yield (tmp);
1995 decrease_ob (tmp); 2024 decrease_ob (tmp);
1996} 2025}
1997 2026
1998/** 2027/**
2025 if (meal->type != FLESH || !is_dragon_pl (op)) 2054 if (meal->type != FLESH || !is_dragon_pl (op))
2026 return 0; 2055 return 0;
2027 2056
2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2057 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2029 from the player's inventory */ 2058 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) 2059 for (tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == FORCE) 2060 if (tmp->type == FORCE)
2035 if (tmp->arch->name == dragon_skin_force) 2061 if (tmp->arch->archname == shstr_dragon_skin_force)
2036 skin = tmp; 2062 skin = tmp;
2037 else if (tmp->arch->name == dragon_ability_force) 2063 else if (tmp->arch->archname == shstr_dragon_ability_force)
2038 abil = tmp; 2064 abil = tmp;
2039 2065
2040 /* if either skin or ability are missing, this is an old player 2066 /* if either skin or ability are missing, this is an old player
2041 which is not to be considered a dragon -> bail out */ 2067 which is not to be considered a dragon -> bail out */
2042 if (skin == NULL || abil == NULL) 2068 if (skin == NULL || abil == NULL)
2163static void 2189static void
2164apply_armour_improver (object *op, object *tmp) 2190apply_armour_improver (object *op, object *tmp)
2165{ 2191{
2166 object *armor; 2192 object *armor;
2167 2193
2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2169 { 2195 {
2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2171 return; 2197 return;
2172 } 2198 }
2173 2199
2174 armor = find_marked_object (op); 2200 armor = find_marked_object (op);
2175 2201
2176 if (!armor) 2202 if (!armor)
2177 { 2203 {
2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2204 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; 2205 return;
2180 } 2206 }
2181 2207
2182 if (armor->type != ARMOUR 2208 if (armor->type != ARMOUR
2183 && armor->type != CLOAK 2209 && armor->type != CLOAK
2194extern void 2220extern void
2195apply_poison (object *op, object *tmp) 2221apply_poison (object *op, object *tmp)
2196{ 2222{
2197 if (op->type == PLAYER) 2223 if (op->type == PLAYER)
2198 { 2224 {
2199 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2225 op->contr->play_sound (sound_find ("drink_poison"));
2200 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2201 strcpy (op->contr->killer, "poisonous booze"); 2227 strcpy (op->contr->killer, "poisonous booze");
2202 } 2228 }
2229
2203 if (tmp->stats.hp > 0) 2230 if (tmp->stats.hp > 0)
2204 { 2231 {
2205 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2232 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); 2233 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2207 } 2234 }
2235
2208 op->stats.food -= op->stats.food / 4; 2236 op->stats.food -= op->stats.food / 4;
2209 handle_apply_yield (tmp); 2237 handle_apply_yield (tmp);
2210 decrease_ob (tmp); 2238 decrease_ob (tmp);
2211} 2239}
2212 2240
2322 2350
2323 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2324 { 2352 {
2325 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2326 { 2354 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2355 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2328 return 1; 2356 return 1;
2329 } 2357 }
2330 else 2358 else
2331 return 0; /* monsters just skip unpaid items */ 2359 return 0; /* monsters just skip unpaid items */
2332 } 2360 }
2336 2364
2337 switch (tmp->type) 2365 switch (tmp->type)
2338 { 2366 {
2339 case CF_HANDLE: 2367 case CF_HANDLE:
2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2368 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2369 op->play_sound (sound_find ("turn_handle"));
2342 tmp->value = tmp->value ? 0 : 1; 2370 tmp->value = tmp->value ? 0 : 1;
2343 SET_ANIMATION (tmp, tmp->value); 2371 SET_ANIMATION (tmp, tmp->value);
2344 update_object (tmp, UP_OBJ_FACE); 2372 update_object (tmp, UP_OBJ_FACE);
2345 push_button (tmp); 2373 push_button (tmp);
2346 return 1; 2374 return 1;
2347 2375
2348 case TRIGGER: 2376 case TRIGGER:
2349 if (check_trigger (tmp, op)) 2377 if (check_trigger (tmp, op))
2350 { 2378 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2379 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2380 op->play_sound (sound_find ("turn_handle"));
2353 } 2381 }
2354 else 2382 else
2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2383 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2356 2384
2357 return 1; 2385 return 1;
2490 2518
2491 get_tod (&tod); 2519 get_tod (&tod);
2492 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2520 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2493 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2521 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2494 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2522 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2523 op->play_sound (sound_find ("sound_clock"));
2496 new_draw_info (NDI_UNIQUE, 0, op, buf); 2524 new_draw_info (NDI_UNIQUE, 0, op, buf);
2497 return 1; 2525 return 1;
2498 } 2526 }
2499 else 2527 else
2500 return 0; 2528 return 0;
2540int 2568int
2541player_apply (object *pl, object *op, int aflag, int quiet) 2569player_apply (object *pl, object *op, int aflag, int quiet)
2542{ 2570{
2543 int tmp; 2571 int tmp;
2544 2572
2545 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2573 if (op->env && (pl->move_type & MOVE_FLYING))
2546 { 2574 {
2547 /* player is flying and applying object not in inventory */ 2575 /* player is flying and applying object not in inventory */
2548 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2576 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2549 { 2577 {
2550 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2578 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; 2579 return 0;
2552 } 2580 }
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 } 2581 }
2566 2582
2567 pl->contr->last_used = op; 2583 pl->contr->last_used = op;
2568 2584
2569 tmp = manual_apply (pl, op, aflag); 2585 tmp = manual_apply (pl, op, aflag);
2572 if (tmp == 0) 2588 if (tmp == 0)
2573 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2589 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) 2590 else if (tmp == 2)
2575 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2591 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2576 } 2592 }
2593
2577 return tmp; 2594 return tmp;
2578} 2595}
2579 2596
2580/** 2597/**
2581 * player_apply_below attempts to apply the object 'below' the player. 2598 * player_apply_below attempts to apply the object 'below' the player.
2630{ 2647{
2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2648 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2649 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2633 return RESULT_INT (0); 2650 return RESULT_INT (0);
2634 2651
2635 object *tmp2;
2636
2637 CLEAR_FLAG (op, FLAG_APPLIED); 2652 CLEAR_FLAG (op, FLAG_APPLIED);
2638 2653
2639 switch (op->type) 2654 switch (op->type)
2640 { 2655 {
2656 case SKILL_TOOL:
2657 // unapplying a skill tool should also unapply the skill it governs
2658 // but this is hard, as it shouldn't do so when the skill can
2659 // be used for other reasons
2660 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->skill == op->skill
2662 && tmp->type == SKILL
2663 && tmp->flag [FLAG_APPLIED]
2664 && !tmp->flag [FLAG_CAN_USE_SKILL])
2665 unapply_special (who, tmp, 0);
2666
2667 change_abil (who, op);
2668 break;
2669
2641 case WEAPON: 2670 case WEAPON:
2671 if (player *pl = who->contr)
2672 if (op == pl->combat_ob)
2673 {
2674 pl->combat_ob = 0;
2675 who->change_weapon (pl->ranged_ob);
2676 }
2677
2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2643 2679
2644 change_abil (who, op); 2680 change_abil (who, op);
2645 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2681 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; 2682 break;
2658 2683
2659 case SKILL: /* allows objects to impart skills */
2660 case SKILL_TOOL: 2684 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) 2685 if (who->contr)
2665 { 2686 {
2666 if (!op->invisible) 2687 if (!op->invisible)
2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2668 else 2689 else
2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2670 } 2691 }
2671 2692
2672 change_abil (who, op); 2693 change_abil (who, op);
2673 who->chosen_skill = 0;
2674 CLEAR_FLAG (who, FLAG_READY_SKILL); 2694 CLEAR_FLAG (who, FLAG_READY_SKILL);
2675 break; 2695 break;
2676 2696
2677 case ARMOUR: 2697 case ARMOUR:
2678 case HELMET: 2698 case HELMET:
2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2707 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2688 change_abil (who, op); 2708 change_abil (who, op);
2689 break; 2709 break;
2690 2710
2691 case LAMP: 2711 case LAMP:
2712 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2713 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2714
2693 tmp2 = arch_to_object (op->other_arch); 2715 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2716 tmp2->x = op->x;
2695 tmp2->y = op->y; 2717 tmp2->y = op->y;
2696 tmp2->map = op->map; 2718 tmp2->map = op->map;
2697 tmp2->below = op->below; 2719 tmp2->below = op->below;
2698 tmp2->above = op->above; 2720 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2721 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2722 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2723
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2724 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2725 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2726
2705 if (who->contr) 2727 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2728 esrv_del_item (who->contr, op->count);
2707 2729
2708 op->destroy (); 2730 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2731 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2732 who->update_stats ();
2711 2733
2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2734 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2713 { 2735 {
2714 if (who->contr) 2736 if (who->contr)
2715 { 2737 {
2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2738 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 } 2740 }
2719 } 2741 }
2720 2742
2721 if (who->contr) 2743 if (who->contr)
2722 esrv_send_item (who, tmp2); 2744 esrv_send_item (who, tmp2);
2745 }
2723 2746
2724 return 1; /* otherwise, an attempt to drop causes problems */ 2747 return 1; /* otherwise, an attempt to drop causes problems */
2725 2748
2726 case BOW: 2749 case BOW:
2727 case WAND: 2750 case WAND:
2728 case ROD: 2751 case ROD:
2729 case HORN: 2752 case HORN:
2730 clear_skill (who);
2731
2732 if (who->contr) 2753 if (player *pl = who->contr)
2754 {
2755 if (op == pl->ranged_ob)
2733 { 2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2760
2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2761 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 } 2762 }
2742 else 2763 else
2743 { 2764 {
2765 who->change_skill (0);
2766
2744 if (op->type == BOW) 2767 if (op->type == BOW)
2745 CLEAR_FLAG (who, FLAG_READY_BOW); 2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2746 else 2769 else
2747 CLEAR_FLAG (who, FLAG_READY_RANGE); 2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2748 } 2771 }
2749 2772
2750 break; 2773 break;
2751 2774
2752 case BUILDER: 2775 case BUILDER:
2753 if (who->contr) 2776 if (who->contr)
2754 {
2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2777 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; 2778 break;
2761 2779
2762 default: 2780 default:
2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2781 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2764 break; 2782 break;
2788/** 2806/**
2789 * Returns the object that is using location 'loc'. 2807 * Returns the object that is using location 'loc'.
2790 * Note that 'start' is the first object to start examing - we 2808 * 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 2809 * then go through the below of this. In this way, you can do
2792 * something like: 2810 * something like:
2793 * tmp = get_item_from_body_location(who->inv, 1); 2811 * tmp = get_next_item_from_body_location(who->inv, 1);
2794 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2812 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2795 * to find the second object that may use this location, etc. 2813 * to find the second object that may use this location, etc.
2796 * Returns NULL if no match is found. 2814 * Returns NULL if no match is found.
2797 * loc is the index into the array we are looking for a match. 2815 * loc is the index into the array we are looking for a match.
2798 * don't return invisible objects unless they are skill objects 2816 * don't return invisible objects unless they are skill objects
2799 * invisible other objects that use 2817 * invisible other objects that use
2800 * up body locations can be used as restrictions. 2818 * up body locations can be used as restrictions.
2801 */ 2819 */
2802static object * 2820static object *
2803get_item_from_body_location (int loc, object *start) 2821get_next_item_from_body_location (int loc, object *start)
2804{ 2822{
2805 if (start)
2806 for (object *tmp = start; tmp; tmp = tmp->below) 2823 for (object *tmp = start; tmp; tmp = tmp->below)
2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL)) 2824 if (tmp->flag [FLAG_APPLIED]
2825 && tmp->slot[loc].info
2826 && (!tmp->invisible || tmp->type == SKILL))
2808 return tmp; 2827 return tmp;
2809 2828
2810 return 0; 2829 return 0;
2811} 2830}
2812 2831
2813/** 2832/**
2819 * Returns 0 on success, returns 1 if there is some problem. 2838 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2839 * 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 2840 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2841 * another function that does just that.
2823 */ 2842 */
2843
2844#define CANNOT_REMOVE_CURSED \
2845 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2846 "Praying over an altar, scrolls of remove curse/damnation, " \
2847 "priests or even other players might help.>"
2848
2824int 2849int
2825unapply_for_ob (object *who, object *op, int aflags) 2850unapply_for_ob (object *who, object *op, int aflags)
2826{ 2851{
2827 if (op->is_range ()) 2852 if (op->is_range ())
2828 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2853 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2838 { 2863 {
2839 /* In this case, we want to try and remove a cursed item. 2864 /* 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 2865 * While we know it won't work, we want unapply_special to
2841 * at least generate the message. 2866 * at least generate the message.
2842 */ 2867 */
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)); 2868 new_draw_info_format (NDI_UNIQUE, 0, who,
2869 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2870 query_name (tmp));
2844 return 1; 2871 return 1;
2845 } 2872 }
2846 2873
2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2874 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2848 { 2875 {
2854 /* We do a while loop - may need to remove several items in order 2881 /* We do a while loop - may need to remove several items in order
2855 * to free up enough slots. 2882 * to free up enough slots.
2856 */ 2883 */
2857 while ((who->slot[i].used + op->slot[i].info) < 0) 2884 while ((who->slot[i].used + op->slot[i].info) < 0)
2858 { 2885 {
2859 object *tmp = get_item_from_body_location (i, last); 2886 object *tmp = get_next_item_from_body_location (i, last);
2860 2887
2861 if (!tmp) 2888 if (!tmp)
2862 { 2889 {
2863#if 0 2890#if 0
2864 /* Not a bug - we'll get this if the player has cursed items 2891 /* Not a bug - we'll get this if the player has cursed items
2882 /* Cursed item that we can't unequip - tell the player. 2909 /* Cursed item that we can't unequip - tell the player.
2883 * Note this could be annoying if this is just one of a few, 2910 * 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 2911 * so it may not be critical (eg, putting on a ring and you have
2885 * one cursed ring.) 2912 * one cursed ring.)
2886 */ 2913 */
2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2914 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2888 } 2915 }
2889 2916
2890 last = tmp->below; 2917 last = tmp->below;
2891 } 2918 }
2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2919 /* 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'. 2929 * Checks to see if 'who' can apply object 'op'.
2903 * Returns 0 if apply can be done without anything special. 2930 * Returns 0 if apply can be done without anything special.
2904 * Otherwise returns a bitmask - potentially several of these may be 2931 * Otherwise returns a bitmask - potentially several of these may be
2905 * set, but largely depends on circumstance - in the future, processing 2932 * set, but largely depends on circumstance - in the future, processing
2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2933 * 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?) 2934 * is set, do we really care what the other flags may be?)
2908 * 2935 *
2909 * See include/define.h for detailed description of the meaning of 2936 * See include/define.h for detailed description of the meaning of
2910 * these return values. 2937 * these return values.
2911 */ 2938 */
2912int 2939int
2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 2948 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2922 { 2949 {
2923 if (op->slot[i].info) 2950 if (op->slot[i].info)
2924 { 2951 {
2925 /* Item uses more slots than we have */ 2952 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info) 2953 if (who->slot[i].info + op->slot [i].info < 0)
2927 { 2954 {
2928 /* Could return now for efficiency - rest of info below isn't 2955 /* Could return now for efficiency - rest of info below isn't
2929 * really needed. 2956 * really needed.
2930 */ 2957 */
2931 retval |= CAN_APPLY_NEVER; 2958 retval |= CAN_APPLY_NEVER;
2932 } 2959 }
2933 else if ((who->slot[i].used + op->slot[i].info) < 0) 2960 else if (who->slot[i].used + op->slot[i].info < 0)
2934 { 2961 {
2935 /* in this case, equipping this would use more free spots than 2962 /* in this case, equipping this would use more free spots than
2936 * we have. 2963 * we have.
2937 */ 2964 */
2938 2965
2949 { 2976 {
2950 retval |= CAN_APPLY_UNAPPLY; 2977 retval |= CAN_APPLY_UNAPPLY;
2951 continue; 2978 continue;
2952 } 2979 }
2953 2980
2954 object *tmp1 = get_item_from_body_location (i, who->inv); 2981 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2955 if (!tmp1) 2982 if (!tmp1)
2956 { 2983 {
2957#if 0 2984#if 0
2958 /* This is sort of an error, but happens a lot when old players 2985 /* 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. 2986 * join in with more stuff equipped than they are now allowed.
2967 /* need to unapply something. However, if this something 2994 /* need to unapply something. However, if this something
2968 * is different than we had found before, it means they need 2995 * is different than we had found before, it means they need
2969 * to apply multiple objects 2996 * to apply multiple objects
2970 */ 2997 */
2971 retval |= CAN_APPLY_UNAPPLY; 2998 retval |= CAN_APPLY_UNAPPLY;
2999
2972 if (!tmp) 3000 if (!tmp)
2973 tmp = tmp1; 3001 tmp = tmp1;
2974 else if (tmp != tmp1) 3002 else if (tmp != tmp1)
2975 retval |= CAN_APPLY_UNAPPLY_MULT; 3003 retval |= CAN_APPLY_UNAPPLY_MULT;
2976 3004
3038 * AP_UNAPPLY=always unapply). 3066 * AP_UNAPPLY=always unapply).
3039 * 3067 *
3040 * Optional flags: 3068 * Optional flags:
3041 * AP_NO_MERGE: don't merge an unapplied object with other objects 3069 * AP_NO_MERGE: don't merge an unapplied object with other objects
3042 * AP_IGNORE_CURSE: unapply cursed items 3070 * AP_IGNORE_CURSE: unapply cursed items
3071 * AP_NO_READY: do not ready skills when applying skill tools
3043 * 3072 *
3044 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3073 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3045 * 3074 *
3046 * apply_special() doesn't check for unpaid items. 3075 * apply_special() doesn't check for unpaid items.
3047 */ 3076 */
3077
3078#define LACK_ITEM_POWER \
3079 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3080
3048int 3081int
3049apply_special (object *who, object *op, int aflags) 3082apply_special (object *who, object *op, int aflags)
3050{ 3083{
3051 int basic_flag = aflags & AP_BASIC_FLAGS; 3084 int basic_flag = aflags & AP_BASIC_FLAGS;
3052 object *tmp, *tmp2, *skop = NULL; 3085 object *tmp, *tmp2, *skop = NULL;
3067 if (basic_flag == AP_APPLY) 3100 if (basic_flag == AP_APPLY)
3068 return 0; 3101 return 0;
3069 3102
3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3071 { 3104 {
3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op)); 3105 new_draw_info_format (NDI_UNIQUE, 0, who,
3106 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3107 query_name (op));
3073 return 1; 3108 return 1;
3074 } 3109 }
3075 3110
3076 return unapply_special (who, op, aflags); 3111 return unapply_special (who, op, aflags);
3077 } 3112 }
3080 return 0; 3115 return 0;
3081 3116
3082 // if the item is combat/ranged, wield the relevant slot first 3117 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts. 3118 // to resolve conflicts.
3084 if (player *pl = who->contr) 3119 if (player *pl = who->contr)
3085 switch (op->type) 3120 switch (op->slottype ())
3086 { 3121 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob); 3122 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); 3123 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 } 3124 }
3125
3126 splay (op);
3106 3127
3107 /* Can't just apply this object. Lets see what not and what to do */ 3128 /* Can't just apply this object. Lets see what not and what to do */
3108 if (int i = can_apply_object (who, op)) 3129 if (int i = can_apply_object (who, op))
3109 { 3130 {
3110 if (i & CAN_APPLY_NEVER) 3131 if (i & CAN_APPLY_NEVER)
3111 { 3132 {
3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3133 new_draw_info_format (NDI_UNIQUE, 0, who,
3134 "You don't have the body to use a %s. H<You can never apply this item.>",
3135 query_name (op));
3113 return 1; 3136 return 1;
3114 } 3137 }
3115 else if (i & CAN_APPLY_RESTRICTION) 3138 else if (i & CAN_APPLY_RESTRICTION)
3116 { 3139 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3140 new_draw_info_format (NDI_UNIQUE, 0, who,
3141 "You have a prohibition against using a %s. "
3142 "H<Your belief, profession or class prevents you from applying this item.>",
3143 query_name (op));
3118 return 1; 3144 return 1;
3119 } 3145 }
3120 3146
3121 if (who->type != PLAYER) 3147 if (who->type != PLAYER)
3122 { 3148 {
3149 } 3175 }
3150 else 3176 else
3151 /* While experience will be credited properly, we want to change the 3177 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated 3178 * skill so that the dam and wc get updated
3153 */ 3179 */
3154 change_skill (who, skop, 0); 3180 who->change_skill (skop);
3155 } 3181 }
3156 3182
3157 if (who->type == PLAYER 3183 if (who->type == PLAYER
3158 && op->item_power 3184 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) 3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 { 3186 {
3161 new_draw_info (NDI_UNIQUE, 0, who, 3187 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! " 3188 "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; 3189 return 1;
3165 } 3190 }
3166 3191
3167 /* Ok. We are now at the state where we can apply the new object. 3192 /* 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_... 3193 * Note that we don't have the checks for can_use_...
3179 switch (op->type) 3204 switch (op->type)
3180 { 3205 {
3181 case WEAPON: 3206 case WEAPON:
3182 if (!check_weapon_power (who, op->last_eat)) 3207 if (!check_weapon_power (who, op->last_eat))
3183 { 3208 {
3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n" 3209 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3185 "It would consume your soul!."); 3210 "It would consume your soul!." LACK_ITEM_POWER);
3186 3211
3187 if (tmp) 3212 if (tmp)
3188 insert_ob_in_ob (tmp, who); 3213 insert_ob_in_ob (tmp, who);
3189 3214
3190 return 1; 3215 return 1;
3194 // i.e. "R" can use Ragnarok's sword. 3219 // i.e. "R" can use Ragnarok's sword.
3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3220 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3196 { 3221 {
3197 /* if the weapon does not have the name as the character, can't use it. */ 3222 /* 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) */ 3223 /* (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."); 3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "The weapon does not recognize you as its owner. "
3226 "H<Its name indicates that it belongs to somebody else.>");
3200 3227
3201 if (tmp) 3228 if (tmp)
3202 insert_ob_in_ob (tmp, who); 3229 insert_ob_in_ob (tmp, who);
3203 3230
3204 return 1; 3231 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 3236 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; 3237 return 1;
3211 } 3238 }
3212 3239
3213 SET_FLAG (op, FLAG_APPLIED); 3240 SET_FLAG (op, FLAG_APPLIED);
3214 change_skill (who, skop, 1); 3241 who->change_skill (skop);
3215 3242
3216 if (who->contr) 3243 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op); 3244 who->change_weapon (who->contr->combat_ob = op);
3218 3245
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)); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3223 3247
3248 SET_FLAG (who, FLAG_READY_WEAPON);
3224 change_abil (who, op); 3249 change_abil (who, op);
3225 break; 3250 break;
3226 3251
3227 case ARMOUR: 3252 case ARMOUR:
3228 case HELMET: 3253 case HELMET:
3240 break; 3265 break;
3241 3266
3242 case LAMP: 3267 case LAMP:
3243 if (op->stats.food < 1) 3268 if (op->stats.food < 1)
3244 { 3269 {
3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name); 3270 new_draw_info_format (NDI_UNIQUE, 0, who,
3271 "Your %s is out of fuel! "
3272 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3246 return 1; 3273 return 1;
3247 } 3274 }
3248 3275
3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3250 tmp2 = arch_to_object (op->other_arch); 3277 tmp2 = arch_to_object (op->other_arch);
3273 who->update_stats (); 3300 who->update_stats ();
3274 3301
3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3302 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3276 if (who->type == PLAYER) 3303 if (who->type == PLAYER)
3277 { 3304 {
3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3305 new_draw_info (NDI_UNIQUE, 0, who,
3306 "Oops, it feels deadly cold! "
3307 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3308 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3280 } 3309 }
3281 3310
3282 if (who->type == PLAYER) 3311 if (who->type == PLAYER)
3283 esrv_send_item (who, tmp2); 3312 esrv_send_item (who, tmp2);
3284 3313
3285 return 0; 3314 return 0;
3286 3315
3287 /* this part is needed for skill-tools */ 3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3288 case SKILL: 3328 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) 3329 if (player *pl = who->contr)
3297 { 3330 {
3298 if (IS_COMBAT_SKILL (op->subtype)) 3331 if (IS_COMBAT_SKILL (op->subtype))
3299 { 3332 {
3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3301 { 3334 {
3302 for (object *item = who->inv; item; item = item->below) 3335 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 { 3337 {
3338 if (item->skill == op->skill)
3339 {
3305 who->change_weapon (pl->combat_ob = item); 3340 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon; 3341 goto found_weapon;
3342 }
3307 } 3343 }
3308 3344
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill"); 3345 new_draw_info_format (NDI_UNIQUE, 0, who,
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill);
3310 return 1; 3349 return 1;
3311 3350
3312 found_weapon:; 3351 found_weapon:;
3313 } 3352 }
3314 else 3353 else
3319 if (skill_flags [op->subtype] & SF_NEED_BOW) 3358 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 { 3359 {
3321 for (object *item = who->inv; item; item = item->below) 3360 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3361 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 { 3362 {
3363 //TODO: bows should/must all have skill missile weapon right now
3324 who->change_weapon (pl->ranged_ob = item); 3364 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow; 3365 goto found_bow;
3326 } 3366 }
3327 3367
3368 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"); 3369 "You need to apply a missile weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a missile weapon, to function.>");
3329 return 1; 3371 return 1;
3330 3372
3331 found_bow:; 3373 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 } 3374 }
3348 else 3375 else
3349 who->change_weapon (pl->ranged_ob = op); 3376 who->change_weapon (pl->ranged_ob = op);
3350 } 3377 }
3351 3378
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3382 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3356 } 3383 }
3357 else 3384 else
3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3385 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3359 } 3386 }
3360 3387 else
3388 {
3361 SET_FLAG (op, FLAG_APPLIED); 3389 SET_FLAG (op, FLAG_APPLIED);
3362 change_abil (who, op); 3390 change_abil (who, op);
3363 who->chosen_skill = op; 3391 who->chosen_skill = op;
3364 SET_FLAG (who, FLAG_READY_SKILL); 3392 SET_FLAG (who, FLAG_READY_SKILL);
3393 }
3394
3365 break; 3395 break;
3366 3396
3367 case BOW: 3397 case BOW:
3368 if (!check_weapon_power (who, op->last_eat)) 3398 if (!check_weapon_power (who, op->last_eat))
3369 { 3399 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3400 new_draw_info (NDI_UNIQUE, 0, who,
3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3401 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372 3402
3373 if (tmp) 3403 if (tmp)
3374 insert_ob_in_ob (tmp, who); 3404 insert_ob_in_ob (tmp, who);
3375 3405
3376 return 1; 3406 return 1;
3377 } 3407 }
3378 3408
3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3380 { 3410 {
3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3411 new_draw_info (NDI_UNIQUE, 0, who,
3412 "The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>");
3382 if (tmp) 3414 if (tmp)
3383 insert_ob_in_ob (tmp, who); 3415 insert_ob_in_ob (tmp, who);
3384 3416
3385 return 1; 3417 return 1;
3386 } 3418 }
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO 3428 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; 3429 return 1;
3398 } 3430 }
3399 3431
3400 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3401 change_skill (who, skop, 0); 3433 who->change_skill (skop);
3402 3434
3403 if (who->contr) 3435 if (who->contr)
3404 { 3436 {
3405 who->contr->ranged_ob = op; 3437 who->contr->ranged_ob = op;
3406 3438
3425 break; 3457 break;
3426 3458
3427 case BUILDER: 3459 case BUILDER:
3428 if (who->type == PLAYER) 3460 if (who->type == PLAYER)
3429 { 3461 {
3462 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3463 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3431 unapply_special (who, who->contr->ranged_ob, 0); 3464 unapply_special (who, who->contr->ranged_ob, 0);
3432 3465
3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434 3467
3453 */ 3486 */
3454 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3487 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3455 SET_FLAG (op, FLAG_BEEN_APPLIED); 3488 SET_FLAG (op, FLAG_BEEN_APPLIED);
3456 3489
3457 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3490 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3458 {
3459 if (who->type == PLAYER) 3491 if (who->type == PLAYER)
3460 { 3492 {
3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3493 new_draw_info (NDI_UNIQUE, 0, who,
3494 "Oops, it feels deadly cold! "
3495 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3462 SET_FLAG (op, FLAG_KNOWN_CURSED); 3496 SET_FLAG (op, FLAG_KNOWN_CURSED);
3463 } 3497 }
3464 }
3465 3498
3466 if (who->type == PLAYER) 3499 if (who->type == PLAYER)
3467 { 3500 {
3468 /* if multiple objects were applied, update both slots */ 3501 /* if multiple objects were applied, update both slots */
3469 if (tmp) 3502 if (tmp)
3478int 3511int
3479monster_apply_special (object *who, object *op, int aflags) 3512monster_apply_special (object *who, object *op, int aflags)
3480{ 3513{
3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3514 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3482 return 1; 3515 return 1;
3516
3483 return apply_special (who, op, aflags); 3517 return apply_special (who, op, aflags);
3484} 3518}
3485 3519
3486/** 3520/**
3487 * Map was just loaded, handle op's initialisation. 3521 * Map was just loaded, handle op's initialisation.
3813 3847
3814 if (failure <= -1 && failure > -15) 3848 if (failure <= -1 && failure > -15)
3815 { /* wonder */ 3849 { /* wonder */
3816 object *tmp; 3850 object *tmp;
3817 3851
3818 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3819 tmp = get_archetype (SPELL_WONDER); 3853 tmp = get_archetype (SPELL_WONDER);
3820 cast_wonder (op, op, 0, tmp); 3854 cast_wonder (op, op, 0, tmp);
3821 tmp->destroy (); 3855 tmp->destroy ();
3822 } 3856 }
3823 else if (failure <= -15 && failure > -35) 3857 else if (failure <= -15 && failure > -35)
3876 */ 3910 */
3877 int i, j; 3911 int i, j;
3878 3912
3879 for (i = 0; i < NUM_STATS; i++) 3913 for (i = 0; i < NUM_STATS; i++)
3880 { 3914 {
3881 int race_bonus = pl->arch->clone.stats.stat (i); 3915 int race_bonus = pl->arch->stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i); 3916 sint8 stat = stats->stat (i) + ns->stat (i);
3883 3917
3884 if (stat > 20 + race_bonus) 3918 if (stat > 20 + race_bonus)
3885 { 3919 {
3886 excess_stat++; 3920 excess_stat++;
3896 3930
3897 if (i == CHA) 3931 if (i == CHA)
3898 continue; /* exclude cha from this */ 3932 continue; /* exclude cha from this */
3899 3933
3900 int stat = stats->stat (i); 3934 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i); 3935 int race_bonus = pl->arch->stats.stat (i);
3902 if (stat < 20 + race_bonus) 3936 if (stat < 20 + race_bonus)
3903 { 3937 {
3904 change_attr_value (stats, i, 1); 3938 change_attr_value (stats, i, 1);
3905 excess_stat--; 3939 excess_stat--;
3906 } 3940 }
3963 char got[MAX_BUF]; 3997 char got[MAX_BUF];
3964 int len; 3998 int len;
3965 3999
3966 if (!pl || !transformer) 4000 if (!pl || !transformer)
3967 return; 4001 return;
4002
3968 marked = find_marked_object (pl); 4003 marked = find_marked_object (pl);
4004
3969 if (!marked) 4005 if (!marked)
3970 { 4006 {
3971 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3972 return; 4008 return;
3973 } 4009 }
4010
3974 if (!marked->slaying) 4011 if (!marked->slaying)
3975 { 4012 {
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4013 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; 4014 return;
3978 } 4015 }
4016
3979 /* check whether they are compatible or not */ 4017 /* check whether they are compatible or not */
3980 find = strstr (marked->slaying, transformer->arch->name); 4018 find = strstr (marked->slaying, transformer->arch->archname);
3981 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4019 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3982 { 4020 {
3983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4021 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; 4022 return;
3985 } 4023 }
4024
3986 find += strlen (transformer->arch->name) + 1; 4025 find += strlen (transformer->arch->archname) + 1;
3987 /* Item can be used, now find how many and what it yields */ 4026 /* Item can be used, now find how many and what it yields */
3988 if (isdigit (*(find))) 4027 if (isdigit (*(find)))
3989 { 4028 {
3990 yield = atoi (find); 4029 yield = atoi (find);
3991 if (yield < 1) 4030 if (yield < 1)
3999 4038
4000 while (isdigit (*find)) 4039 while (isdigit (*find))
4001 find++; 4040 find++;
4002 while (*find == ' ') 4041 while (*find == ' ')
4003 find++; 4042 find++;
4043
4004 memset (got, 0, MAX_BUF); 4044 memset (got, 0, MAX_BUF);
4045
4005 if ((separator = strchr (find, ';')) != NULL) 4046 if ((separator = strchr (find, ';')) != NULL)
4006 {
4007 len = separator - find; 4047 len = separator - find;
4008 }
4009 else 4048 else
4010 {
4011 len = strlen (find); 4049 len = strlen (find);
4012 } 4050
4013 if (len > MAX_BUF - 1) 4051 if (len > MAX_BUF - 1)
4014 len = MAX_BUF - 1; 4052 len = MAX_BUF - 1;
4053
4015 strcpy (got, find); 4054 strcpy (got, find);
4016 got[len] = '\0'; 4055 got[len] = '\0';
4017 4056
4018 /* Now create new item, remove used ones when required. */ 4057 /* Now create new item, remove used ones when required. */
4019 new_item = get_archetype (got); 4058 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)); 4066 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); 4067 insert_ob_in_ob (new_item, pl);
4029 esrv_send_inventory (pl, pl); 4068 esrv_send_inventory (pl, pl);
4030 /* Eat up one item */ 4069 /* Eat up one item */
4031 decrease_ob_nr (marked, 1); 4070 decrease_ob_nr (marked, 1);
4071
4032 /* Eat one transformer if needed */ 4072 /* Eat one transformer if needed */
4033 if (transformer->stats.food) 4073 if (transformer->stats.food)
4034 if (--transformer->stats.food == 0) 4074 if (--transformer->stats.food == 0)
4035 decrease_ob_nr (transformer, 1); 4075 decrease_ob_nr (transformer, 1);
4036} 4076}

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